#virtual-reality

1 messages Β· Page 217 of 1

sonic lake
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solving the warnings, then you can have it

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And it packaged for Shipping. πŸ˜‰

daring pasture
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Mind sharing? I'd like to check it out as well

sonic lake
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@daring pasture Sure, I am uploading to GitHub. Will share the link shortly.

compact kettle
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Does anyone of you guys also have issues with this new SteamVR input system? We can't seem to get the trackpad to work anymore..

sturdy coral
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@compact kettle make sure your axis binding name ends in an '_X' or '_Y'

compact kettle
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can you expand on that a bit?

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So we have our new axis event, let's say "Motion Controller (R) Trackpad X", which we add "Vive (R) Trackpad X" to. That would not work?

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so it would need to be called "Motion Controller (R) Trackpad_X"?

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doesn't change anything @sturdy coral :/

sturdy coral
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@compact kettle the axis action that you bind to needs to be named with _X

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and _Y

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so like Vive (R) Trackpad X bound to "Move_X" in your input settings (I think it must be the Vive binding, not the generic motion controller one)

void raptor
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https://imgur.com/a/rq8lTj4 i cant for the life of me make this work, i have motioncontroller which is where my mcs are, and a hand mesh under it, i want to attach the handmesh to the motioncontroller with a physicshandle so i pulled handmesh out of the motioncontroller so it doesnt get the location from that anymore (1st picture) i have grabbed the hand mesh on beginplay with my physics handle (2nd picture) and im keeping the physics handle location at my motioncontroller transform (3rd picture) but the hands are stuck on the ground behind me all the time like (4th picture) sorry for the wall of text

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if i just put the handmesh under motioncontroller it tracks fine

sturdy coral
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@compact kettle and I think it must end in _X and not just end in X

void raptor
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@compact kettle for my oculus touch in 4.24 i called my thumbstick axis X "motioncontroller stick left axis X" works fine, not sure about trackpad? though (for oculus)

sturdy coral
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ignore the -1 scale, that was just needed for something else that was flipping by -1 elsewhere

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I'll test with vive wands in a bit, I haven't tried them since upgrading to 4.24

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for the vive_controller.json the above generated:


                {
                    "mode": "trackpad",
                    "path": "/user/hand/left/input/trackpad",
                    "inputs":
                    {
                        "position":
                        {
                            "output": "/actions/main/in/MotionControllerMove_X,MotionControllerMove_Y X Y_axis2d"
                        }
                    }
                },```
compact kettle
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Hey! Thanks a lot, we tried a bit around ourselves as well, and got at least a hint, but it results in the same as your solution does - The events now actually return values, however they don't seem to be mapped between 0 and 1, but rather arbitrarily between 0-X. And X may be anything from 2 to 60, seems kind of random with a weird pattern behind it

void raptor
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try clamping it maybe

compact kettle
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That doesn't work in that case, as 1 may be anywhere on the trackpad, making the rest unresponsive

void raptor
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hmm

nimble edge
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Are you updating the target location and rotation on the physics handle?

void raptor
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yes on tick

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but no matter how i move my motioncontrollers, the hands dont move at all, except stay behind me when i walk around

compact kettle
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@sturdy coral got it. Actually was an engine editor bug

sturdy coral
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@compact kettle ah ok, what was the bug?

compact kettle
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In editor it just duplicates what they call an action set, each time you change the input manifest or reload it, which then essentially sends all the events times the amount of action sets it now contains. i.e. they don't flush the action sets upon regeneration

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better expressed, it's an array onto which they just keep appending the same actionSet over and over again

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void FSteamVRInputDevice::RegenerateActionManifest()
{
    //Adding this line does the trick
        this->SteamVRInputActionSets.Empty();
    this->GenerateActionManifest(true, false, true, true);
}
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Thanks again for your help though, with this _X and _Y thing

spare yew
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Does anyone know how to fix the terrible aliasing on the AR camera?

languid night
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How do I get the player's VR calibrated height?

sonic lake
languid night
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Also for whatever reason the "Set tracking origin" blueprint node doesn't seem to work for me.

daring pasture
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Sweet thanks @sonic lake !

languid night
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Instead of matching my Oculus height, it puts my camera around half of my height

tired tree
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@languid night set tracking level to floor instead of eye

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oculus starts at eye level tracking for some reason still

languid night
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Ohhhh

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Thanks

eternal inlet
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@sonic lake oh damn my man! wish i knew how to code cpp too... awsome!

pearl tangle
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managed to get the v12 update on quest. Hand tracking is fairly decent quality. Although feels a bit laggier than leap motion. Still will be quite handy, shame they are working on the Unreal version for a while

cosmic shoal
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The tracking is very good but the blind spot in the middle is annoying and the lag is almost unbearable.

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Carmack did say "it will get better" but I've heard that before.

sonic lake
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C++ you can always learn. πŸ˜‰ There are some good courses on Udemy.

willow trail
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RuneBerg just posted a sample project for the integrated plugin in 4.24 (which is great because I suck at understanding how the engine sorts it's files in projects), but the teleportation arc now start as soon as there's the smallest amount of force of the trackpad (instead of having to give it some force like before). Do you guys know if this is just the plugin choosing to handle that action differently?

eternal inlet
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@sonic lake specifically for ue4 right? Anyone you can recommend? And how did you get into it?

sonic lake
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@eternal inlet Sorry, I posted it twice but I was getting the wrong link from Udemy. This one: Unreal Engine C++ Developer: Learn C++ and Make Video Games

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Has very good ratings and starts pretty much from scratch. I have that one, the Multiplayer course from the same author Ben Tristem and the other one by Tom Looman.

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What do you mean with your last question? Into C++ you mean?

eternal inlet
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@sonic lake thanks i may look at it. Its always a challenge to keep focus on my gameprogression it seems heheh.

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What i meant, was: how did you start with cpp? Ive tried starting up with it a few times and kept getting stuck, mainly because i didnt have a clear goal of what to use it for, but also because i kept thinking it was much easier for me to do with bp

sonic lake
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If you are a visual person, as the majority of people, BP's are great and work just fine. On the other hand sometimes you need to use C++ for performance reasons or to expose functionalities which are not available through BP's. I have been working with C++ long time before UE4, so I just happen to know it already. I also do most of my stuff with BP's, but have few low level plugins and some support code built with C++. @eternal inlet

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From a motivational standpoint it is easier to learn if you have a specific project to work on.

eternal inlet
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Sounds like a good idea to do a specific project yes, and maybe learn the syntax and such independentæy of ue4

pallid pewter
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building a game in unreal, and noticed that the height in engine doesnt match the height set upon occulus setup, any idea why this could be

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nvm, apparently it was because i had the sensors above the monitor ??

sonic lake
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@pallid pewter The only reason you enter a height during the Oculus calibration is because that is the way the system can determine where the floor is. Once the calibration is done, the elevation of the HMD respect to the floor should always be correct, unless the VR Origin is moved specifically.

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Make sure 1. your system is properly calibrated (e.g. shifting the sensors up and down shifts also the floor level, unless you recalibrate), 2. that you are using floor level as your tracking origin and 3. that you issue a Reset Orientation and Position on begin play

pallid pewter
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encountered another issue, when i use the default teleport feature of the vr template, the player height is changed after the teleport

sonic lake
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@pallid pewter very strange indeed. With the original unmodified template? And a fully calibrated Oculus?

pallid pewter
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just redid the setup and still does it, the only modification i have made was rewriting the hand pickup code so it could pick up individual components (using to pick up a procedural mesh)

sonic lake
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@pallid pewter Can you try with a fresh VR template, with no modifications at all

willow trail
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Added some C++ class to my project, when I try to compile in the editor, it tells me that the global namespace already contains a reference to SteamVREditor. Moved the plugin from engine's folder to game's /plugins folder, but getting the exact same issue; Any idea?

flat shoal
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Great, 4.24 changed how WMR headsets report their positions, it seems... and nobody at Epic has a WMR headset to test that with 😦

woeful sundial
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@spare yew if you mean AR on mobile, there are several options to reduce aliasing, depending whether you find it in the camera footage, UI or renderings.

  • Editing "+CVars=r.MobileContentScaleFactor" (set it to 2) in the DefaultDeviceProfiles.ini. App will use a higher resolution.
  • enabling Mobile HDR and set Mobile MSAA
  • setting a desired camera resolution in the AR config. Can be done at runtime, check "get supported AR video formats" and choose a higher resolution.
tired tree
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@sonic lake I remember looking at that frabrik with limits implementation and not being happy with it a year or so ago, didn't feel like it was worth improving at the time. Don't exactly remember why though.

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A good medium though would be an initial fabrik run as it unrolls nicely to set points, then layer a second run of something else on top of it to get to the final location. Lots of robot arm users are doing that

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or of course something purely logical like the Berger paper

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as it allows for direct fine tuning

sonic lake
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@tired tree in the meantime I have updated it anyway to 4.23.1 and it can package properly as a plugin now. Maybe it is useful to someone else. Indeed the implementation doesn't seem to be very efficient. It works but it has a couple of quirks and the tracking has a bit of lag.

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I wonder if it is worth spending some time to fix it/modify it.

tired tree
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tracking lag may be down to sample order

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if I remember correctly the actual limits implementation was really naive and would be prone to singularities

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although, looking at the source right now, it doesn't look too bad

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and has agnostic planer constraints, which is really nice

willow trail
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Fully exhausted any meaningful google result on this, if anyone has ever had the issue with global namespace already containg the definition for SteamVREditor (even though I made sure they're not duplicate of the plugin anywhere), hit me up!

compact kettle
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@flat shoal What you mean?

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seem's like Epic's Q&A was asleep for the VR aspects of 4.24..

flat shoal
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they've been asleep since 4.23, at least on the WMR side

tired tree
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they have been rolling WMR into openXR

compact kettle
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We're trying to push an update and decided last minute to check out 4.24 because of some nice new features. Baaaad idea

tired tree
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so yeah. for the past two versions not much else has been iterated on

compact kettle
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@flat shoal For WMR they haven't been there in the first place

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absolute joke how sloppy the WMR implementation is. As if WMR itself isn't a fragile piece of porcelain

flat shoal
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mm... I got a Microsoft developer to submit some Unreal Engine patches... I think that's the only WMR love that Unreal ever gets

compact kettle
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Finally WMR got the ability to change the spectator screen mode.. But ofc I had to fix that *** too, to actually show anything under the "Texture" mode

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and now we can't get the vive trackpad to work anymore. Fixed some aspect of it yesterday, but this new SteamVR input thing is a hot mess. The one thing that wasn't a problem got a solution

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which fucked everything up

flat shoal
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if you're serious about VR, you really should be using Unity...

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that shooter thing that Epic did and sold to Facebook was just that... a sale

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they didn't care about VR before and haven't cared after, it seems

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I'm putting together a package now for a bug report of a serious performance regression in 4.24

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don't know for how long we're staying in 4.22 (4.23 is equally broken)

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anyway, venting over πŸ˜›

tired tree
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i mean...they literally just rebuilt the entire input system to support OpenXR

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thats pretty much not true

spare yew
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@woeful sundial It's simply the camera passthrough I'm having issues with. "Get supported AR video formats" returns 0 when using ARCore - using an ARCore Session and setting to max resolution doesn't fix it either.

(Canted angle to highlight aliasing issues)

https://i.imgur.com/BsBrNEF.jpg

flat shoal
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@tired tree well, they don't even have WMR as a listed platform in the bug submission form, so....

woeful sundial
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@spare yew I see, i only have ios devices here. Mobile MSAA and MobileContentScaleFactor worked great. If you set the Mobile Content Scale Factor for Android to 0, it would set the app to the native resolution of the device. Worth a try? Good luck (how to: r.MobileContentScaleFactor=0 in the DefaultDeviceProfiles.ini in your project's config folder. more info here https://docs.unrealengine.com/en-US/Platforms/Mobile/Performance/index.html )

Optimizing content and features for mobile games.

spare yew
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@woeful sundial I'll give that a try seen as MSAA made no difference, thanks

mighty carbon
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interesting data

sturdy coral
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MS claiming to have patented VRS: β€œAdditionally, our patented Variable Rate Shading (VRS) technology will allow developers to get even more out of the Xbox Series X GPU β€œ

regal cape
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Ahoy, I am looking for someone to help implant UE4/ Oculus controller (captive touch) integration & animations. (This would be paid work) please get in touch.

sonic lake
mighty carbon
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@sturdy coral I wonder what NVidia has to say about that

sturdy coral
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@regal cape you know about oculus hand sample right?

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(must have git account linked to epic for that to show up)

lean basalt
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@regal cape This sample has already saved my life! I would like to discover this before finishing a project. Thanks for sharing @sturdy coral

sly elk
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Does anyone know of a company you can hire to run VR tradeshows?

granite jacinth
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@sly elk You just want them to run your stand at a convention?

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Or something else?

sly elk
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Yeah, run a stand

granite jacinth
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@sly elk Which conventions?

sly elk
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Bunch of autmotive conventions

granite jacinth
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You paying for travel?

sly elk
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basically one of our partners wants to run a demo but the lost development time for us is too large

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They would, yeah

lean basalt
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Guys, who was having trouble building a UE version 4.24 build for Oculus Quest might be more successful if oculus is up to date with the latest version. At least that was my experience! My previous problem was that the three loading balls were infinitely loading. After the Oculus Quest update everything will be back to the way it was before! πŸ˜ƒ

real needle
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hello, i have been usin vrexpansion trying to get a simple vr multiplayer game to work. i have had many issues but the most important one is not being able to differentiate between the server and client in the games( ie. passing values, steam names, etc.). the main thing i want to know is how to get the text above the pawn to show the server and the clint names. the server sees their name and the client's name, but the client only sees text above both pawns.

i am also having trouble with actor replication. i have set all my actors to replicate, however only the server is able to interact(pick them up) with them properly but the client cant

tired tree
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@real needle sounds like you need to start at step 1 and do some multiplayer basics tutorials and read Exi's networking overview

split steeple
real needle
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@tired tree is it possible to point us at the right direction and help us out a bit? our project is due within the coming week and we really need to solve these issues in order to finish the project in time, if not then its absolutely fine

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do we have to design the project differently including the logic in order to allow the players to interact with one another? cause after reading the guide i am starting to think that maybe the issue is that we tried to make the game as a single player game without any of the multiplayer issues

tired tree
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@real needle you have to take multiplayer into consideration from the very start generally

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luckily for you, regarding the gripping part its not a totally hard conversion with my plugin to change to multiplayer

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but you'll have to go over your non plugin stuff and make sure they all replicate correctly, like the names and things

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you can PM me with questions regarding the plugin side of things to move to multiplayer, regarding the general networking you need to familiarize yourself with it in engine in general before anything is going to be of much use

real needle
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i mean the issue is that we have set our objects to replicate and ticked everything yet still there are issues in this regard

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at times we had an issue where the client sees everything

tired tree
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well yeah, you aren't gripping them in a replicated manner

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as as far as text goes, text doesn't replicate

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you have to send what you want it to display

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things don't just magically work with replication unless specifically designed too, like positions

real needle
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@tired tree so in this case, our cards are easily usable by the server yet the client is not able to see the full card and only a blanked out card and the images themselves are separate. our cards consists of different parts and all of those parts are set to replicate too yet the issue is still there. when you talk about replication is it more than just ticking those boxes in the object setting? is it something we have to implement logic wise? my guess is that all of the issues we are facing boils down to replication and the fact that one player acts as the server and the other as the client. so does that mean that we need to include different logics, one for client and the other for server?

thank you so much for putting the time to help us out

tired tree
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not sure what you mean by cards, but if you are setting something like an image, and doing it live then yes it will not replicate just because the object does

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and yes, it is much more than ticking boxes, you have to set vars to replicate, they don't by default, and handle replicated events

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i'll start a PM though, this isn't VR related

lean basalt
hallow knoll
void raptor
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anyone else having random crashes after playing in editor with VR ? ue just freezes forever after a session, seems random

weak harbor
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@split steeple Good morning! We are having tons of problems upgrading from 4.23 to 4.24, most likely due to SteamVR Input. I have moved all content from the plugin to the project, so that we don't get broken references. When I turn off the plugin in 4.23 the editor starts up but give me some errors (as expected) due to the missing plugin.
But when I switch to 4.24 the editor crashes at launch and gives me this error:

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(with plugin off)

split steeple
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Hi @weak harbor the keys have been renamed to Harmonise them with new engine specs. Normally they should be fine unless you do a VR preview/run.

Issues could also arise if you are using key events and not actions exclusively.

Try (backing up) and removing your defaultinput.Ini . You will need to reassign new keys and actions though.

weak harbor
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@split steeple Thank you for the info! Will give it a try

split steeple
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Cool np. Let me know how you go.

weak harbor
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Do I need to remove the SteamVRBindings-folder as well?

split steeple
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It should be regenerated automatically, but yeah deleting them would be good.

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If you haven't made changes via the steamvr input dashboard

weak harbor
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I have made some changes, but it's easy to rebuild

split steeple
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Oh OK. You can back them up just to be sure. As long as you name your actions the same, you should be able to reuse everything except steamvr_manifest. Json

weak harbor
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It's no longer crashing πŸ™‚

weak harbor
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OK, this is weird. Even though I removed the DefaultInput.ini I still see all the actions. Is there a secret cache somewhere?

compact kettle
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just fyi, if someone intends to use the spectator screen with WMR, and use the "Texture" mode, you'll have to replace

void FWindowsMixedRealityHMD::OnBeginRendering_GameThread()
{
#if WITH_WINDOWS_MIXED_REALITY
#endif
 }

with

void FWindowsMixedRealityHMD::OnBeginRendering_GameThread()
{
#if WITH_WINDOWS_MIXED_REALITY
        if (SpectatorScreenController)
        {
            SpectatorScreenController->BeginRenderViewFamily();
        }
#endif
 }

in WindowsMixedRealityHMD.cpp

split steeple
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@weak harbor steamvr_manifest in the steamvr bindings folder holds the actions that the plugin uses to send to the steamvr runtime.

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Also, SteamVR.VRmanifest in programfiles/steam/config

queen schooner
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Is there any c ++ statring template for oculus rift?

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starting*

forest plover
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Not from Epic...

sonic lake
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@eternal inlet @tired tree have been experimenting a bit with the rtik plugin in VR. Here some impressions:

queen schooner
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Can someone help me get started in vr (oculus sdk or steam vr) using c ++, please

sonic lake
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@queen schooner Some time ago someone ported the standard VR template to C++ and shared it.

queen schooner
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Tried to launch, but it doesnt seem to work on 4.24 ;/

sonic lake
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What are the errors?

queen schooner
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give me a sec,ill launch it again

sonic lake
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Does it compile?

queen schooner
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after yes, it says "could not be compiled. Try rebuilding from source manually"

sonic lake
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First recreate the project files

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Then open it in Visual Studio and compile it there

queen schooner
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@sonic lake "First recreate the project files" how to do it?

sonic lake
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@queen schooner Right click on the uproject file, there is an option in the context menu

queen schooner
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"Generate visual studio project files"?

sonic lake
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Yes

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Then launch the sln

queen schooner
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Severity Code Description Project File Line Suppression State
Error Could not find definition for module 'SteamVRController', (referenced via Target -> SomTemplate_VR.Build.cs) SomTemplate_VR

sonic lake
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Start by deleting the Binaries folder

queen schooner
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nothing changed

sonic lake
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I don't use SteamVR so I am not really familiar with the related errors

queen schooner
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what do you use?

sonic lake
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Oculus Plugin

queen schooner
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Could you guide me how to set up oculus plugin or show me tutorial, please?

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I would be very grateful

sonic lake
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@queen schooner Why did you opt for C++ by the way?

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And not BP?

queen schooner
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im a programmer not a visual artist

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I know c ++ to some extent and bp not anymore

sonic lake
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Blueprints are for programmers as well

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There are tons of people developing serious projects with BP

queen schooner
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I just don't like it in the EU, lots of tutorials for bp and very little for c ++ ;/

sonic lake
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Let me check that template with 4.23.1

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I don't have 4.24 installed

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Too young

queen schooner
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i see

eternal inlet
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@sonic lake looks pretty good actually.. definetely ok for my use

sonic lake
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@eternal inlet let me push the VR example to GitHub

eternal inlet
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That would be awsome. Thanx @sonic lake πŸ€— im out of the house right now, but will have a go at it as soon as im home

sonic lake
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@queen schooner the template works fine in 4.23.1

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I don't know what would be wrong for 4.24. Probably due to some changes.

queen schooner
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Do I need to downgrade my ue?

sonic lake
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You can install multiple versions in parallel

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So if you want to play with it, get 4.23.1

queen schooner
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Should I just learn steamvr or check oculus sdk too?

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if its still worth time

sonic lake
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@queen schooner UE4 uses an abstraction layer on top of both, so you don't really need to learn them

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There are also specific functions if you need a bit more low level, but very likely you don't need to deal with the respective SDK's

queen schooner
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so eu will provide me with functions responsible for giving accelerometer value, position of sensor etc?

sonic lake
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@queen schooner Are you using Oculus?

queen schooner
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yep

sonic lake
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There you go

queen schooner
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ahh blueprints xD

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but thanks for help

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πŸ™‚

sonic lake
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There are equivalent C++

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Or just look into the source code and see how it is done

night linden
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anyone here had experience with locomotion controls in VR? I have a strange issue when I have something grabbed if it touches the player it effects the control. while moving with the thumbstick the pawn gets pushed in a different direction. I am holding a gun, if I hold a box, and place it near left shoulder samething happens. Very odd!

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controls work fine, guns work fine, until the player puts them close to body on left and gets pushed in a different direction

sonic lake
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@night linden sounds like you have some collisions going on.

night linden
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@sonic lake Yes I was looking at that, and made me try something. I just been trying, and it looks like when the hand is in the first position, moving that to the player pawn is causing it

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thanks

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first = fist

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anyone seen this before?

sonic lake
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@night linden you are very likely using the standard VR template. When the hand is in fist position, its collisions / physics are active. That's why you get an interaction which you don't get when the hand is open.

night linden
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thank you

sonic lake
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np

blissful bear
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@sonic lake The rtik IK demo you did shows it works well enough, for me at least. Am interested in this solution for use with Mordentral's plugin. I'd be grateful if you'd shared the demo project too. Many thanks, great work.

sonic lake
compact kettle
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Anyone tried loading levels with WMR in packaged, in 4.24?

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Getting this crash "WinRT originate error - 0x8000FFFF : 'You may not call WaitForNextFrameReady again until you present your oldest out-standing frame.'"

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what it sounds like, OnBeginRendering_RenderThread is being called twice, without a Present() call in between

tired tree
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@sonic lake might be worth working with that and Parger in combination

sonic lake
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@tired tree Read the paper this morning. Parger is a direct implementation, no solver. I was looking at the Unity code in GitHub but it is a bit convoluted. We may be better off implementing it straight from the paper.

tired tree
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the unity code actually has some errors in it as well

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I had to fix some of it

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but its fairly straight forward

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it offers far better shoulder facing baseline

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and you can run ik off of it then to meet the defined elbow / wrist locations

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i have it half implemented sitting around somewhere...

sonic lake
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ok so you are already ahead with that

tired tree
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yeah was playing with the leaning accuracy

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it needs full quaternion conversion though

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haven't had the time to get back to it, was thinking about during these two weeks off I have coming up

sonic lake
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XMas IK

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πŸ‘

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Leaning is pretty good in rtik, that part I like. Elbow becomes imprecise in some situations.

tired tree
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yeah i was fixing tha tspecifically with parger

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and some singularity issues with turning around while bent with arms behind the back

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rtik is naive unrolling for things

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parger as a baseline to get more logical joint poses then the limited ik should be great

sonic lake
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I will keep looking into rtik over XMas

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Maybe there is the way to solve some of the singularities

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But I don't have a lot of time for it

sturdy coral
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I have some of the paper implemented, but it was unclear on a lot of stuff

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I never got the wrist constraints done

placid spear
#

@eternal inlet I own both options 1 and 2 that you listed. Option 1 has the benefits of several features implemented out of the box on the demo map, such as player set up, calibration logic including option to save that calibration data, and object grabbing. The drawback is that the elbows sometimes suddenly pop or snap straight just before you have fully extended your arm. Sometimes, the popping happens when you’re viewing the palms of your hands while your elbows are tucked in to your sides and one of the hands will do a very very small jump. The author included an elbow smoothing algorithm to allow for adjustments, so perhaps this could be worked out. Option 2 offers movement as smooth as Ikinema in my humble opinion, but it was a little harder to make sense of how things were set up. The demos for both don’t make them look promising, but they get better after making many adjustments. Hope this helps πŸ˜‰

night linden
#

Hi, With Oculus and handling the Input Focus Handling ( https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-dash/ ) - how have people implemented this ? I have tried using the Get VR Focus state on event tick within the level blueprint. If "has focus" True Set Game unpaused, if False set game paused, and then hide the controllers, but even if I am wearing the headset it still being paused. Allow tick before being play I have ticked, but still the same. Any suggestions on where to look? Thanks

compact kettle
#

Does anyone know how to turn off this annoying SteamVRInput log?

/user/hand/right/input/trigger/value -- ReadScalarValue returned 0, time=2723901801707, origin=/user/hand/right/input/trigger/value
Mon Dec 16 2019 00:01:30.380 - /user/hand/right/input/trackpad/y -- ReadScalarValue returned 0, time=2723983542759, origin=/user/hand/right/input/trackpad/y
Mon Dec 16 2019 00:01:30.380 - /filters/scale_sao_trackpady_actions_main_16_user_hand_right_input_trackpad/result -- WriteScalarValue - 0, time= 2723983542759, origin=/user/hand/right/input/trackpad/y
Mon Dec 16 2019 00:01:30.380 - /filters/click_button_actions_main_6_user_hand_right_input_trigger/result -- ReadBooleanValue returned FALSE, time=2723901620979, origin=/user/hand/right/input/trigger/value
Mon Dec 16 2019 00:01:30.381 - /user/hand/right/input/grip/click -- Action /actions/main/in/Motion Controller (R) Grip1 reading FALSE time 2711223839848
Mon Dec 16 2019 00:01:30.381 - /user/hand/right/input/application_menu/click -- Action /actions/main/in/Motion Controller (R) Menu Button 1 reading FALSE time 2714378984596
Mon Dec 16 2019 00:01:30.381 - /filters/click_button_actions_main_6_user_hand_right_input_trigger/result -- Action /actions/main/in/Motion Controller (R) Trigger reading FALSE time 2723901620979
#

it's even in shipping...

#

completely bombards our logs

sturdy coral
#

@compact kettle I think through k_pch_SteamVR_LogLevel_Int32

compact kettle
#

Thanks for the hint! Will look where I find that var

#

can you tell me where I would set that?

#

found it's declaration within openvr_capi.h @sturdy coral , but there it's just set to "loglevel".. Don't find any helpful documentation for it

sturdy coral
#

Yeah I haven’t found any docs on it, try raising or lowering it though

compact kettle
#

it's a string

#

I know, it says "_int32", but it's assigned to the value "loglevel", which is kind of confusing me

#

oh, hm, I now also found it in OpenXr, and I think you are supposed to set it via VRSettings()->SetInt32, somehow.. Will post progress

#

ohhhh.... k_pch_SteamVR_LogLevel_Int32 is the key πŸ˜…

#

I am stupid, sorry

eternal inlet
#

@placid spear thanks for your writeup. Sounds quite like i suspected. If i pick one of them it will most probably be opt 2

#

In the meantime ill keep trying the Parger implementation with rtik on top

keen prawn
#

any1 know why monoscopic farfield got removed?

mighty carbon
#

No one ever used it?

mighty carbon
#

wow, 4.24.2 has 3 pages of unresolved bugs (most moved from 4.24.1)

queen schooner
#

Anyone know how to bind oculus touch inputs? Inputs in my pawn class dont work.

placid spear
#

@eternal inlet no problem. Be sure to check out the free demos for each option on their marketplace pages

placid spear
#

For option 2 demo, you’ll need to run the bat file to play it and be sure to have your headset on when click the file because the calibration happens on begin play right away, so if your headset is on the floor, the avatar gets all screwed up lol

little scaffold
#

@queen schooner use the inputs list in the projects settings->Input

queen schooner
#

i did

#

thats how i binded input to method

#

@little scaffold

#

or rather should i use raw inputs?

mighty carbon
#

so apparently there is no social app to connect Quest and Go users (to be in private space, up to 4 people) to watch movies via Oculus browser and maybe play some mini games :/

#

could be a good business opportunity

queen schooner
#

Visual studuo #include "IOculusInputModule.h", no idea why

#

;/

#

I have the OculusVr plugin installed

queen schooner
#

cant find this header file*

mighty carbon
#

^^ overhype ?

pastel fern
#

Anyone else getting a huge log spam in VisualStudio from VR-System queries?


#
Mon Dec 16 2019 23:50:51.949 - /user/hand/right/input/trackpad/click -- Action /actions/legacy/in/right_axis0_press reading FALSE time 341475906546
Mon Dec 16 2019 23:50:51.949 - /user/hand/right/input/trackpad/touch -- Action /actions/legacy/in/right_axis0_touch reading FALSE time 341477103165
Mon Dec 16 2019 23:50:51.949 - /filters/click_button_actions_legacy_12_user_hand_right_input_trigger/result -- Action /actions/legacy/in/right_axis1_press reading FALSE time 346656483950
Mon Dec 16 2019 23:50:51.950 - /filters/touch_trigger_actions_legacy_10_user_hand_right_input_trigger/result -- Action /actions/legacy/in/right_axis1_touch reading FALSE time 346656480053
Mon Dec 16 2019 23:50:52.281 - /user/hand/left/input/trigger/value -- ReadScalarValue returned 0, time=346918372944, origin=/user/hand/left/input/trigger/value
Mon Dec 16 2019 23:50:52.281 - /user/hand/right/input/trigger/value -- ReadScalarValue returned 0, time=346918612323, origin=/user/hand/right/input/trigger/value
Mon Dec 16 2019 23:50:52.281 - /user/hand/left/input/trigger/value -- ReadScalarValue returned 0, time=346918372944, origin=/user/hand/left/input/trigger/value
Mon Dec 16 2019 23:50:52.281 - /user/hand/right/input/trigger/value -- ReadScalarValue returned 0, time=346918612323, origin=/user/hand/right/input/trigger/value
Mon Dec 16 2019 23:50:52.281 - /user/head/proximity -- Action /actions/legacy/in/head_proximity reading TRUE  time 340849463330
Mon Dec 16 2019 23:50:52.281 - /user/hand/left/input/system/click -- Action /actions/legacy/in/left_system_press reading boolean failed
Mon Dec 16 2019 23:50:52.281 - /user/hand/left/input/application_menu/click -- Action /actions/legacy/in/left_applicationmenu_press reading FALSE time 62387208699
#

get that spam for every button every tick. But the controllers work just fine...

tired tree
#

@pastel fern yeah it's their default debug level, I'm on my phone so don't have the li is handy but @sturdy coral has what settings have to be changed. It's a really unfortunate choice on valves part...

split steeple
pastel fern
#

sight
@tired tree @split steeple worship

cyan kayak
#

For any one woundering how to check if its a vive or Steam Index controller plugged in.... After a lot of searching I found a solution, well one of my co-workers did. Hopefully this will be useful for every one, and im also hopping an admin pins this. The question has came up time and time again on here and forums

#

Its not pretty but it works

#

@compact kettle ^^

ember forum
#

i have this VR pawn that can possess other vr pawns, but a problem i have sometimes is that when possessing the other pawn, the camera (your head) will often times be a bit offset on the z axis, and then unpossessing, repossing the other pawn sometimes fixes that (or multiple times doing it eventually you get it centered)

#

is there some command i can call to bind the hmd z axis to the newly possessed actors z axis?

#

tried using reset orientation and position, but it doesnt seem to "obey" the actors z axis

hallow knoll
#

@ember forum That sounds like a bug, can you repro in a fresh project?

ember forum
#

ill give it a shot Victor

tired tree
#

@ember forum talking about orientation off, or positionally off

#

orientation would be expected

ember forum
#

i seem to have fixed it temporarily, if i set both the pawn to be possessed, and the one doing the possesssing (that sounds confusing) to 0 world z rotation (at spawn) it possessess perfectly (also had to get pose-device rotation z, and apply that as the possessed actor's rotation)

#

the problem was having both pawns at different rotations at spawn (so i just have to find a way to fix that in the world tho, because they obviously cant stay in that rotation forever)

#

@tired tree yeah orientation is wrong, but noticeably only on z axis, how would you account for that?

#

im going to try, getting the hmd rotation before possession, and then sending that to the new pawn, that could be it

tired tree
#

@ember forum the orientation is based on the actors rotation and then your roomscale rotation

#

are you trying to do eye level or floor level tracking

ember forum
#

floor

#

pc vr, basically a walking pawn, possess a hoverbike pawn..

#

so if i use the old pawn's hmd rotation, and use that to set actor rotation on the new actor, it works, problem is, if im looking sideways before possessing than thats the new rotation of the camera, so when i turn to face forward again it is completely off...

tired tree
#

you aren't thinking of it correctly

#

Actor X+ is your roomscale forward direction

#

rotating the actor rotates your roomscale in the virtual world

#

if you want to align your current hmd facing with the actors current forward, you would want to negate the rotation difference and set the actor to that

#

if you intend to preserve roomscale to actor 1:1

ember forum
#

so get the delta rotation of the previous hmd rotation and the new actor, and subtract the actor's Z by that to set the new world rotation, that would be what you said right, negating the rotation difference

#

didnt work for me

#

@tired tree its funny, im always like slightly offset by a couple units to the right

tired tree
#

@ember forum you can't just do that, you would need a leveled yaw on the hmd

#

otherwise yeah you will get some minor offset from tilting the head

ember forum
#

ohh, i think im starting to understand

tired tree
#

what exactly are you trying to match? the current hmd rotation exactly?

#

or the actor when you possess

ember forum
#

i dont even want to match it

#

i just want the hmd to be centered

#

with the new pawn

tired tree
#

yeah unsure what you mean centered

#

as on on a body mesh or something?

#

the current forward facing of some component on the pawn?

ember forum
#

yes the x axis

tired tree
#

because you realize that it will change

#

when they go to walk around in roomscale then

ember forum
#

i mea the x axis

#

of the pawn

#

just want the camera to face forward as it does on my walking pawn when i spawn it... i have the roomscale figured there maybe i need to analyze that some more...

ember forum
#

@mighty carbon that looks really cool, so pretty much, a magic button that improves performance, if you are using vulkan on quest?

mighty carbon
#

I haven't tried it yet

past tiger
#

I would like to dock items on the L and R hips and over L and R shoulders in a way that is visible to players/spectators. Items will also (of course) need to be held in each hand and possibly docked on a rack on the wall.
This will require a lot of setting transforms for each item, for each socket, so that they have nice orientations.
I am thinking of creating a tool for speeding up this process. Does anyone know of tools that already exist that could help or have any other recommendations for doing this?

elfin flax
#

Hello all, I'm new to AR in unreal and I have some questions that I hope you guys can help me out with. My first question is, is there a way to limit the amount of bp_placeable actor being spawned so that when a user hits a tracked area more than once it only spawns one instance of the bp_placeable? I know the "Collision Handle Override" in Spawn Actor won't let you place another instance on top of it but if someone moves out of that area they will be able to spawn another instance of the same thing so I'm trying to limit the amount to just one instance of bp_placeable being able to spawn. My other question is, is there a way to maybe limit the trackable area where a user can place a bp_placeable actor?

compact kettle
#

@cyan kayak Oh nice, thanks. That's a start. Will look into streamlining this into a proper function and share it back if theres interest

#

One thing VR / UE4 desperately needs - more than controller info - is HMD info.

cyan kayak
#

Yeah its terrble but its down to steam to add

#

also you can streamline it just by getting any axis

#

you dont have to loop through all actions

compact kettle
#

i.e. what Headset is actually being used. Oculus and SteamVR have somewhat working APIs for that, but we had to write our own wrapper around it.. And all WMR headsets always just say "WMR"

#

funny, as some manufacturers want license fee based on how many of our customers are using their hardware, yet there isn't a native way to tell..

#

ah okay

#

will take a peek

#

Currently we have to force the vive wands for SteamVR, but actually on our next patch todo was integrating new controller meshes, so thanks for that

tired tree
#

@compact kettle you can directly query the device propeties for manufacturer / hmd information

compact kettle
#

how would you do that?

#

I have wrote a wrapper for each VRSystem, called GetProductName, which for Oculus calls ovrp_GetSystemProductName2, and GetFStringTrackedDeviceProperty(VRSystem, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_ModelNumber_String); for SteamVR

#

however, oculus always returns an error

#

and SteamVR returns "Vive Pro MV" for both the Vive Pro and Vive Pro Eye

#

etc

tired tree
#

those are their identifiers for those headsets, you'd have to query feature sets on the vive pro

#

if you are using wmr over steamvr you can drill it down

#

the wmr specific plugin likely doesn't have anything for that currently

compact kettle
#

Yeah, we cannot force our customers to use SteamVR though, unfortunately. Really hoped OpenXR would bring an API for that

#

Wonder why this isn't a fundamental feature, or no one is missing it

tired tree
#

well they want it headset agnostic, you "shouldn't need to know"

#

but i haven't specifically checked to see if openXR has something for it anyway currently

#

since its wmr and oculus only atm

compact kettle
#

for WMR we call HMD->GetDisplayName(), but it most of the time it returns just "WindowsMixedRealityHMD"

#

It's kind of inconsistent, it seems very Beta. Also veries between packaged and editor, it sometimes seems like

#

who's "they"?

#

One manufacturer specificaly plans on charging us based on the amount of customers using their hardware

#

so it kinda is a big deal to know the correct numbers

tired tree
#

well even the steamVR name check is differently formatted

#

you will get Vive Controller MV, Vive. Controller MV, Vive Controller . MV., ect

#

no consistancy

#

the origin name should be somewhat constant now at least

compact kettle
#

Yeah it's a mess.. Controllers should be even more important, and that really is something everyone should know in their game, if they want to show virtual controllers

#

Wonder what API SteamVR itself uses

#

under Settings -> Video it has a more accurate and consistent name

tired tree
#

well there is mesh loading which is intended to auto generate controller models for you

#

but yeah, there are plenty of reasons to want to know an exact model

#

specifically currently there is no offsets that you can apply in steamVR from different controllers, so its useful to know the model to adjust snapped grips

compact kettle
#

what's that mesh loading you are talking about? Sorry, but yeah we are currently working on allowing users to select controller overrides to make up for the inability to determine the correct ones by ourselves, so if there's any other way, that'd be sweet

tired tree
#

@compact kettle well for one you can manually load the mesh yourself, i have samples for that

#

but for two in engine you can tick a boolean on the motion controller now and it will auto generate the mesh

#

should work on oculus / steam platforms

#

unsure on openXR

#

yeah not implemented on wmr specific plugin or openxr currently, checke

compact kettle
#

If you mean just importing custom meshes and offseting them to match the real controllers, with "manually load the mesh yourself", then yeah that's what we are doing already. Issue was just determining which ones it actually were. Will look at this boolean you mentioned

tired tree
#

no its an asset manager for the vr systems in engine

#

all of the ones that implement it will auto generate the mesh for you

compact kettle
#

with animation?

tired tree
#

manual loading was doing it yourself instead, but the automatic one is working since 4.23

compact kettle
#

i.e. capacitive touch, thumbstick movement

tired tree
#

in the steam one it will load sub components for each part

#

and you can animate those, but no

#

not automatically animated

compact kettle
#

I think currently we only use static meshes anyway, but we do the touch-coloring. Interesting though.

ember forum
#

@hallow knoll definitely not a ue4 bug, just something i have wrong with my vehicle pawn setup (i just tried possessing the same walking pawn and the camera is fine)

ember forum
#

@tired tree okay, now i really fixed it

#

the whole issue was having the center of the vr root

#

offset

#

on the x axis, it was offset like 20 units

#

so i could be closer to the handle bars

#

of the bike

#

even having 1 unit

#

off

#

results in the z rotation producing weird results... so.. yeah just had to work around that by bring the mesh back instead of the vr root forward

tired tree
#

you can rotate around the offset as a pivot too

ember forum
#

i dare not touch it anymore lmao, but how so(just out of curiosity) is there a calibration node for that or something?

tired tree
#

no, just rotating around a pivot in local space

#

actually think there is a somewhat helper node for BP, forget its name though

honest imp
#

Is anyone else running into problems with SteamVR 1.9.13 causing a crash due to initialization being run twice at different phases of editor startup?

honest imp
#

...Root cause seems to be that if your motion controllers are off, every tick the engine tries to reinitialize them before polling them for positional input, which causes a crash due to the system already having been initialized.

split steeple
lethal delta
#

anyone know if Render Targets work on Quest at runtime?

marble frost
#

Does anyone know how to check which controller is the user using? i.e. Vive controller, Index controller, Oculus touch etc

proud spire
#

Unreal Engine 4.24 - the reflection probes reflection are only visible on one eye. Can someone confirm that too ? How could i resolve this issue ? Instance Stereo is checked and i tried to uncheck it. Lighting is build.

proud spire
#

Its SSGI - not Suitable for VR ( perhaps obvious because its Screen Space but it was worth a try )

sly elk
#

Im seeing a very annoying bug with level streaming- Movable actors that were already placed in the level aren't getting an indirect lighting or reflections, the only light they recieve is from direct sources. Has anyone else seen this?

#

any new actor that gets spawned has the expected lighting

mighty carbon
#

πŸ˜… 4.24.1 has been released

rich canopy
#

Hahahha is it me or is the engine development cycle been much faster than it used to be

#

Maybe thats why oculus cant update the oculus branch fast enough

sturdy coral
#

@pastel fern I think 4.24.1 may fix the log spam issue and it wasn't just a verbosity setting

#

haven't finished compiling yet to see

#

but it turns off some developer mode initialization stuff or something

mighty carbon
#

@rich canopy I think they are just shorthanded when it comes to UE4.. In fact, Unity is treated as first class citizen at Oculus.

tired tree
#

@mighty carbon ....yet oculus uses UE4 internally

#

think you are reading more into it

#

it takes a lot more effort to port to new ue4 versions than unity ones

sturdy coral
#

ah nope finished compiling, it still happens

#

I'm not sure what that developer mode and debug input stuff that was removed was doing

mighty carbon
#

@tired tree indeed, but that's what I gather from "inside informers", so to speak

#

but yeah, I'd imagine with renderer constantly evolving it's not a simple upgrade from release to release

sturdy coral
#

hmm oculus home itself is written in ue4 though, but I guess not on quest?

mighty carbon
#

🀷

sturdy coral
#

I wonder what Horizon is built in

mighty carbon
#

Oculus used to be a lot more open with devs (Ue4 devs in particular) about updates and whatnot.. Now it's all hush-hush

sturdy coral
#

oh unity: "importing them directly from Unity with a Horizon SDK."

#

how long before facebook buys unity

tired tree
#

ew

#

that is NOT the metaverse that I want

mighty carbon
#

we need lovecraftian VR world ! πŸ˜›

split steeple
#

@honest imp - 4.24.1 out now should resolve your assert issues, but let me know if you're still seeing it after the upgrade.
@sturdy coral - the settings being turned on in the Input module that was moved to module startup in 4.24.1 enables the debugging options in the input binding interface.

sturdy coral
#

ah ok that makes sense

#

@split steeple what's the difference between debugInput and debugInputBinding?

honest imp
#

@split steeple I updated to 4.21 and it seems to be okay. Haven't integrated my engine changes into it yet but none of them should affect vr device stuff. Thanks.

#

@split steeple Er, 4.24.1 rather

split steeple
#

@sturdy coral k_pch_SteamVR_DebugInput will show full controller input, this should only be in Editor mode

sturdy coral
#

ah, show where?

split steeple
#

but Im getting, this maybe less useful for gamedevs in general and at this iteration of the input system?

honest imp
#

@split steeple Unrelated to VR, but it seems that the datamith stuff that relies on APIs that aren't distributed with the engine code is still in there in 4.24.1, though.

sturdy coral
#

within the debugger?

split steeple
#

console.. so in UE, should be in VS

#

similar to loglevel 3

sturdy coral
#

ah hmm yeah maybe that is it

split steeple
#

you can set it to false if you dont need it even in editor mode

#

it can be helpful when troubleshooting input issues, but yeah we can remove that one if devs feel its too much.

#

@honest imp - not too sure about that, I think thats more an Epic question, but if you are getting Datasmith errors, I find adding Enterprise: "false" in the uproject helps sometimes.
I havent seen that issue for a while though, so could just be your build?

sturdy coral
#

yeah it is a bit much when debugging other stuff. I didn't realize it was editor only but even there something every tick like that would normally go behind VeryVerbose and be turned off by default if it was in the normal log system

#

may be able to look at verbosity of the other stuff and turn it off unless that is set to veryverbose, or since it isn't really part of the normal logging system wrap it in a cvar or remove

split steeple
#

yeah, maybe we'll just comment it out. possibly not too useful for majority of devs.

tired tree
#

there was someone complaining about it being in packaged as well

split steeple
#

hmm.. thats odd

honest imp
#

@split steeple Issue was new in 4.24 when they added the Datasmith stuff to the core engine. There are some missing header files which will prevent you form compiling the engine that you can only get from Autodesk, and you can only get it from Autodesk if you're subscribing to 3DSMax to the tune of $400/month or whatever it is. If you strip Datasmith out of your solution it's okay. Just seems like if they're going to have some stuff in there that will prevent the engine from compiling unless you pay a lot for outside software they really ought to wrap it in some IFDEF by default or something to not be a nasty surprise for people just getting into the engine.

split steeple
#

this is only in 4.24 btw, it wasnt activated in the Marketplace version

sturdy coral
#

hmm yeah I tried commenting it out and it is still hitting the stderr or out

#

maybe with less stuff but still every tick or so

split steeple
#

ah ok, then yeah, your steamvr runtime loglevel may be set to 3, try setting it to 2 or 1

#

@honest imp - yeah, not really too sure about that... havent used Datasmith personally, and not gotten any build issues so far either.
@hallow knoll might know better, but I guess this is outside #virtual-reality

hallow knoll
#

@honest imp Could you write that up on the forums and link it to me? I'd like to follow up but don't have time right now

honest imp
#

@hallow knoll Sure, this is a "watch the engine compile" day for me anyway.

shadow radish
#

my guess is behind the scenes there are business discussions going on

#

fb was rumored to acquire unity at one point right?

shadow radish
#

I submitted my game to steam and their review came back saying it worked fine on index/vive but crashed for them on opening with Oculus

#

in my engine config, I have it set to prioritize opening with Oculus when possible

#

[HMDPluginPriority]
; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR
; Since OSVR also works with either Oculus Rift or SteamVR, give priority to either before OSVR
OculusHMD=20
SteamVR=15
OSVR=5

#

when I test at home and launch my game through steam, it opens and runs just fine, so I am not sure how to reproduce what they are finding with steam submissions

#

anyone ever run into an issue like this?

#

Failure:
Your build has failed our review because the store page lists support for VR Headsets but this feature does not appear to currently be supported.

Headset Support is selected for:

  • Oculus Rift

After launching on the Oculus Rift the game shuts down after a few seconds. No error messages or crash dumps could be found.

Using Process Monitor revealed several issues including the following:

"RamboSlice-Win64-Shipping.exe -- C:\Users\gamestester\AppData\Local\BearHammer\Saved\Logs\CrashVideo.avi -- NAME NOT FOUND
RamboSlice-Win64-Shipping.exe -- C:\Program Files (x86)\Steam\steamapps\common\BearHammer\Engine\Config\NoRedist -- NAME NOT FOUND
RamboSlice-Win64-Shipping.exe -- C:\Program Files (x86)\Steam\steamapps\common\BearHammer\Engine\Config\Windows\BaseWindowsEngine.ini -- PATH NOT FOUND
RamboSlice-Win64-Shipping.exe -- C:\Program Files

#

just for a bit more context, I'm really not sure what it can be, when I open with oculus connected it's always ran for me even opening from Steam

sturdy coral
#

@shadow radish are you using any special launch options?

shadow radish
#

I’ll double check but I don’t think so

#

I’m in bed now but I’ll check that tomorrow

sturdy coral
#

I think it probably would have left them with a crash dump if so

ornate raptor
#

@shadow radish If you're using the Oculus plugin, did you by any chance leave in the entitlement check with an exit game condition?

#

If so, you will be able to launch from Steam just fine. But other people will not, unless they have entitlement from the Oculus store

shadow radish
#

Good idea let me check that

#

logged out of oculus and sure enough it crashes on opening

ornate raptor
#

Great! Glad that helped

signal pike
#

Anyone any problems with major lag after the special Oculus update?

compact kettle
#

@signal pike Haven't updated yet, will let you know

signal pike
#

@compact kettle Alright! Restarting the software/PC and doing a re-setup of the Rift itself doesn't seem to have any effect. It seems to happen when a controller starts to track.

pastel fern
#

@sturdy coral "I think 4.24.1 may fix the log spam issue and it wasn't just a verbosity setting"
If updating would be that easy

sturdy coral
#

@pastel fern they are going to fix it in steamvr itself now

#

You can comment out the set DebugInput line in code and remove DebugInput=true from steamvr.vrsettings if you need it fixed before then, it gets persistently set into your settings when you launch the editor

tired tree
#

@pastel fern @sturdy coral also likely needs to delete that log file as its likely tens of gigs now for him: vrclient_Steam.txt

mighty carbon
pastel fern
#

@sturdy coral @tired tree Getting there. Thanks for the infos.
Already noticed slowdowns in VR apps long ago after playing for a while. Gues that was the issue.

sly elk
#

today is one year of early access

granite jacinth
#

@sly elk damn wtf

#

It's already been a year?

#

@sly elk Where's your post-mortem at?

sly elk
#

Haven't done one πŸ™‚ maybe after we finish early access

#

still learning a lot of about indie development.. though I wish I knew then what I know now

#

game dev on this scale is so different than what I was used to with big teams/projects. A lot more rewarding but also managing user, building a following, etc is so much work

mighty carbon
#

4.24.1 + 1.44 Integrations just showed up \o/

honest imp
#

I'll celebrate 4.24.1 the second I figure out how to get all of my scenedepth dependent post process materials to work in the left eye again.

split steeple
#

.. and oh - thanks heaps folks esp Charles for reporting and providing detailed background info on that, much appreciated! πŸ˜„

dusky elm
#

Hi, I have a question. I'm currently working with the vive on a VR project. I'm trying to play the game to test it out, but when I hit the play button, nothing shows up on my headset. The VR preview mode isn't exactly what I want to do either because I don't want to be modifying the level when I'm just trying to test it out. I feel like I'm missing something here - does anyone know what I should be trying to do instead?

sturdy coral
#

@dusky elm the vr preview in the play dropdown is what you want, it is for playing in VR and not modifying things; the 'VR Mode' button elsewhere is where you go if you want to edit in VR or simulate in VR without playing

#

there is a bStartInVR setting inside project settings if you want your game to launch in VR when playing packaged builds and editor builds outside the editor (with -game)

dusky elm
#

Is there a reason the controllers aren't showing up when I try to do the vr preview?

sturdy coral
#

@dusky elm which version? some stuff with 4.24 can end up causing that

#

you may need to clean out your steamvr config folders in case they have an old app association for the engine or something like that, can't remember the exact details but controllers weren't showing up for me either a while back

lean basalt
#

@hallow knoll I didn't have time to repost this problem on the Unreal site as you recommended me, because I wanted to record a video showing step by step and send a demo scene to the development guys! But I had posted on Oculus-VR / UnrealEngine's GitHub!
And this guy @niedabylskim answered me with a solution:

#

I already figured it out. You have to open project settings then go into project -> packaging section and under "Additional Assets Directories to Cook" add /OculusVR. unreal 😍 πŸ₯³ 🀩

carmine yoke
#

@lean basalt whaaaaaAT you're messing with me?😍

#

Thanks so much for tagging me!! I'll try it out tomo

lean basalt
#

@carmine yoke Dude I'm so glad I can't explain it to you! But if you had not posted before, I would have gone crazy deleting every object in the project thinking that the problem was with me...

carmine yoke
#

Nice man! I'm defo gonna check this out tomo! If it's true I'm genuinely so hyped

mighty carbon
#

why?!

sonic lake
#

@mighty carbon you may need to edit that Build.cs file to update how the references are set

mighty carbon
#

I have no idea what path it should be ? Same goes for OVRLipSyncShim

sonic lake
#

@mighty carbon looks like it is trying to link in the lib file. Where is it located?

mighty carbon
#

I don't build LipSync and Avatars.. yet. So the build process went well without them. I was just wondering about these warnings and how to resolve them, since I've never seen those in the past.

#

(it looks like LipSync plugin offered separately, in the link you posted, hasn't been updated yet)

sturdy coral
#

I started getting similar warnings on 4.24 with a different plugin

mighty carbon
#

hmm

honest imp
#

Has anyone else had any issues where the left eye scene depth is always just 0 in 4.24? Right eye is fine.

mighty carbon
honest imp
#

I don't think that's what I'm seeing. I'm using SteamVR, and this isn't related to reprojection, it's just the z-buffer for one eye being blank. (Or at least inaccessible.)

honest imp
#

Yep, that's it. Apparently having any post process just makes UE4 not render to the left eye

#

Wow.

nova thorn
#

Hell-o all. I am looking for some advice/direction for multiplayer VR motion controllers (Blue Print / UE4 4.23). So far from what I have googled and read up on, the motion controller components do not work properly in VR multiplayer. Also, all examples about how to get around this seem to use GetHandPositionAndOrientation, which appears to be depreciated as of ~4.18.
My question is, what would be the proper way currently in UE4 to tackle motion controllers in multiplayer VR? Are the motion controller components working properly now, or is there a new work-around? I am not looking for a tutorial here, just for someone with more experience to kindly point me in the right direction. Thank you.

pearl tangle
#

@nova thorn what do you mean by multiplayer? In a multiplayer setup everything should work as normal, it entirely depends on how you have setup networking. Are you talking about trying to do on the same machine or something?

tired tree
#

@nova thorn they fixed the ownership issue that the controllers had originally, you just need to send out the transforms from the owning client and rep them back out from the server. Preferably with some smoothing incorporated. You can directly sample the controllers location and rotation in relative space instead of getting the API values as well.

nova thorn
#

@pearl tangle Thank you for your reply. For multiplayer, I am trying to make the game playable for both host/listen and dedicated server. My thought there is that if the netcode can do both that it would be fairly robust and allow more flexibility for the host. Right now I am able to get replication working for only one server type at a time by making blue print tweaks. i.e. when I fix one, something breaks in the other.
For testing I have just one machine though, and I am trying to verify everything I possibly can myself.
@tired tree Thank you. I was pretty sure that my issue was due to a problem with my replication code, but finding out about issues with motion controller components gave me reason to pause. If motion controller components are working now, this helps me to confirm that if the problem is most likely with my code/understanding of networking. I know where to best focus now.

static mountain
#

hello

#

i get a oculus rift-S

#

i test it with Unreal

#

but i have a little problem

#

i cant use thumbstick

#

i use the VR template

#

but stick seems dont work

#

i use this

#

and i m on 4.23.1

#

so if i want move like robot recall and other game like this

#

i must push button, and, after this the blue circle appears, and with other hand i must move stick for orientation

mighty carbon
#

Played Quake2Quest finally. Even after I reduced movement speed significantly, I still got sick after playing through 1 and a half levels in the game (and they added vignette to help with comfort too! ).

#

For short bursts (sneaking up on something or approaching something with positional precision) linear locomotion is fine though.

#

Also tried hand tracking.. Felt really raw 😦

old olive
#

I can't find any documentation or instructions for using the OpenXR plugin 1.0 (Beta) in 4.24. Anyone know what to do with it that can point me in the right direction?

fair hearth
#

The only openXR runtime currently is a windows mixed reality runtime, and Monado (Linux only)

Unless you have a custom runtime environment it won’t do anything for you at the moment

old olive
#

oh ok, thanks for the info!

night linden
#

hi all, my latest alpha build of my vr game when published to oculus store is running like a dog (fps has dropped when it runs in the oculus store version), but is running fine in ue4 engine 4.23.1? All my previous builds have been running fine/working the same both in oculus store and ue4 engine "vr preview".

frozen cypress
#

What to use now that MotionController(L/R)Trigger has been deprecated? Not able to find it

minor hawk
#

Thanks @honest imp that left eye black after upgrading was driving me mad. I'll just live without while in development.

marble frost
#

I am having an issue with 4.24 where the Index controllers always crash the engine. If steamVR is open and Index controller is switched on, opening UE 4.24.1 will result in direct crash. If I switch on the Index controller after opening Unreal (and steamVR with it), it crashes after the controller switches on. Does anyone have the same issue? Any solution?

marble frost
#

Found the issue, SteamVR input plugin was causing issues. Deleted the SteamVRBindings folder and steamvr_ue_editor_app.json from the project config folder and reopened the project. Working fine now.

hybrid plume
#

jeez 4.24 really buggy huh

upper lily
#

Hello, anyone know a workaround for the camera screen tearing that is occurring on ARKit using Unreal 4.24.1?? A bug report is open already: https://issues.unrealengine.com/issue/UE-81611. The fix was planned for 4.24.1, but it is still happening 😦

#

I had to rollback my Xcode to 10.x and Unreal 4.22.3 to have a working version =/

minor hawk
#

@hybrid plume it's driving me nuts

sullen vortex
#

Does anyome knows when are we getting hand tracking for Quest on UE4?

mighty carbon
#

yesterday

#

@sullen vortex ^^

#

since update v12 actually, which I got a few days ago

#

make sure you don't have Quest plugged into PC, otherwise you won't see the hand tracking option

#

and SDK is coming in 2020

#

(no love for UE4 anywhere :/ )

sullen vortex
#

So our Unity friends are gonna be getting advantage for the next semester i guess. Still dont understand this kind of things. Why would you publish such an important sdk just for one game engine?

mighty carbon
#

well, no, Unity friends already got SDK

#

a lot of emerging tech provide SDKs for Unity and most of them never even bother with UE4.. I don't know why (it can't be purely business decision, cuz adding another decent pool of devs to the project would be a good thing)

#

I've heard that UE4 codes such a spaghetti mess, with a lot of depreciated code still lingering and new code being totally different than previous iteration (and undocumented) that a lot of companies just don't have time/resources to deal with it

#

I am pretty sure UE4 devs here would probably disagree πŸ˜‰

#

(I don't C++, so I couldn't tell if it's true or not)

sullen vortex
#

Hopefully we can get our hands free asap. Been working on a lot of small projects for training lately and would be sweet getting hand tracking

forest plover
#

At this point should epic just make their own VR headset? Just a thought...

sturdy canyon
#

So they can lose money with everyone else?

dusky moon
#

Jeeez Is this left Eye post process bug in 4.24 only for Quest ?! like wtf why should the target fix of such important issue be 4.25 already !

mighty carbon
#

You shouldn't use post process in mobile VR

pearl tangle
#

the difference with unity is that the individual developers maintain their plugin themselves, compared with UE4 where the SDK is integrated directly into the engine, so that unfortunately gives some delays so that Epic can also go through the code and make sure it integrates with everything else appropriately

lone trout
#

Hello, where is the best place to upload a wip for oculus go and Windows?

#

I'm currently using gdrive lol

honest imp
#

@dusky moon It's SteamVR, as well. I think it's all stereoscopic rendering.

real needle
#

heey guys πŸ™‚ i am looking to develop vr for hobby in unreal engine but there dont seem to be ANY up to date tutorials for this on youtube, so where do you gusy recommend me to start? πŸ™‚ I have a oculus rift S btw πŸ˜‰

fair hearth
#

Start with the VR template, it has controllers and hmd already setup

real needle
#

@fair hearth yeai have tried that it works perfectly but i am hungry to learn more honestly πŸ˜›

fair hearth
#

Have you tried unreal academy? It’s free

blissful bear
#

@real needle Have a look at the VRExpansionPlugin https://vreue4.com/
I've used it for years and it's excellent and free! Not for absolute beginners but it's straightforward to learn from the example template provided. Good luck!

real needle
#

thank you i will try that @blissful bear πŸ™‚

little blaze
#

Trying to get a panorama picture into VR, I created a sphere and added image as two-sided material
Then put a pawn at the center

#

Things have been working quite ok so far but now I see the panorama image concave

#

Perhaps I changed some setting but can't find it

#

Any tips?

#

Oh and I'm using HTC Vive

#

Also any ideas overall on how to better use 360 picture? I suppose there's a more convenient way than putting image on sphere

#

And it's creating other problems - like scale, I've tried various sizes from 1 to 50 but VR view is still disproportionate compared to what I see on screen/other 360 image viewers

tribal coral
#

I use a capsule created in 3d software

broken moat
#

hi can someone help me with a problem?

#

I made a new map and everytime I try to load it, it wont load

#

just gives me a black horizon then loads the wrong map

#

when i hit vr preview

real needle
#

can anyone lead me in the right direction for hand grab poses for each item?

#

like this

broken moat
sturdy canyon
#

It appears that 4.24 fixed the vulkan texture corruption issue on Quest

#

Or at least I haven't seen it in a while

sturdy coral
#

@broken moat what happens when you hit play in viewport (non-vr)

tired tree
#

@real needle there is also a plugin for vr finger posing on the marketplace

sturdy coral
#

@broken moat and what is in the output log

real needle
#

thank you

broken moat
#

output log?@sturdy coral

#

where do i find that

faint quiver
#

Quick question, how hard would it be to add Index finger tracking into a existing game?

odd garnet
#

@faint quiver not easy

#

but also not hard

#

depends on what you wanna do

void raptor
#

I mean, its "just" bending bones when touching the trigger on oculus controllers, for valve index i suppose the inputs have axis values?

sullen vortex
#

@little blaze i recommend you to check the hdri backdrop blueprint, you should be able to do something similar...

little blaze
#

@sullen vortex I will, thanks for the tip

sturdy coral
#

@broken moat window: developer tools menu

broken moat
#

@sturdy coral thanks, I ts my motion controller pawn thats causing the issue, dont know exactly what just yet, will have to look over the blueprint code to figure out whats causing it

hazy walrus
#

hay guys hows it going.

#

My mate is a programmer , im just a artist and game designer but he only konws C# so wants to develop on Unity , ive worked with vr on unity befor but i been focusing on UE4 for my art ,

#

was wondering has anyone had experience using the plugins to use C# in UE4? Any tips or advice welcome

broken moat
#

@sturdy coral also the map seems to be spawning the assets from another map on top of it which might be causing the issue, I dont know what to do to change it, there is nothing in the levels window other then persistent level, I dont know how to fix it.

sturdy coral
#

@broken moat paste output log around where it loads

#

Try adding breakpoints to figure out if it loads it before begin play etc

#

Search all blueprints for level load, seamless travel, etc.

broken moat
#

LogLoad: Took 0.143722 seconds to LoadMap(/Game/VirtualRealityBP/Maps/Startupmap)
LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/VirtualRealityBP/Maps/map1.map1:PersistentLevel' has LevelScriptBlueprint '/Game/VirtualRealityBP/Maps/map1.map1:PersistentLevel.map1' with GeneratedClass '/Game/VirtualRealityBP/Maps/map1.map1_C' with ClassGeneratedBy '/Game/VirtualRealityBP/Maps/map1.map1:PersistentLevel.map1'
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogPlayLevel: Display: Shutting down PIE online subsystems
LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/VirtualRealityBP/Maps/map1.map1:PersistentLevel' has LevelScriptBlueprint '/Game/VirtualRealityBP/Maps/map1.map1:PersistentLevel.map1' with GeneratedClass '/Game/VirtualRealityBP/Maps/map1.map1_C' with ClassGeneratedBy '/Game/VirtualRealityBP/Maps/map1.map1:PersistentLevel.map1'
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogUObjectHash: Compacting FUObjectHashTables data took 1.67ms
LogPlayLevel: Display: Destroying online subsystem :Context_1

#

its loading both the startupmap and map1 at the same time

#

every time I try to do simulate or preview

#

how do I make it stop loading startupmap

#

@sturdy coral

sturdy coral
#

@broken moat I thought you said it didn’t do it with simulate

broken moat
#

my bad it does it with simulate, as well, I think the problem is that both maps are loading on top of each other and its making two motion controller pawns, which is stuffing it all up

#

i dont get why the startupmap is loading on top of map1

#

and I dont know how to make it stop

#

@sturdy coral

sturdy coral
#

All you can really do is search for the place that is doing it, and try seeing if you can add a breakpoint before it happens then step through until it does

broken moat
#

ok so I unhooked the event destroy on the motioncontrollerpawn and hit simulate

#

it didnt go to the white screen this time

#

but hitting vr preview still came up with this

sturdy coral
#

@broken moat How long has it been doing this? Maybe just rollback to prev version where it worked or start over

broken moat
#

i cant do that, I'll lose days of work

sturdy coral
#

@broken moat you can also try removing the unwanted map temporarily to see if it tells you where it fails to load it

#

Did you bring in code from somewhere that you yourself didn’t write?

broken moat
#

the other maps work as they are supposed to, its just this map that isnt working for some odd reason

sturdy coral
#

I’m saying remove the map you don’t want to load, so that when it tries to load it it fails

#

And hopefully tells you where

broken moat
#

oh ok, but how do I get the map back after i remove it, do i need to make a backup of the whole project?

sturdy coral
#

Yes

#

You should use source control anyway

#

Then you could have jumped back and figured out exactly which commit broke things

broken moat
#

it was always broken

#

this map has never worked for vr

#

i might just start again

#

fk it

sturdy coral
#

Make a backup, but you can probably just remove the map and add it back later

#

Revert to backup if that doesn’t work but it should

strong harbor
#

HI folks, I am trying to install the magic leap version of UE4 but I get an Error Code IS-PL01 code saying the maximum path lengt exceeded. I am installing it through the epic launcher

#

any help on mitigating this, is appreciated.

real needle
#

@strong harbor Assuming you're installing on Windows, there are some legacy issues with paths longer than 256 characters

#

but it's unlikely you should run into this problem

#

but for now can you confirm that your installation path is less than 256 characters, including drive letter and all the subsequent folders and subfolders

#

example good: d:\Program Files\Epic Games\UE_4.24\
Example bad: d:\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\Program Files\Epic Games\UE_4.24\

strong harbor
#

yes

#

@real needle thank you for the reply. Yes the installation path was d:\Program Files\Epic Games\UE_4.24\MagicLeapUE4Editor

#

@real needle c:\Program Files\Epic Games\UE_4.24\MagicLeapUE4Editor

#

@real needle I endedup installing it in C:\Program Files\MagicLeapUE4Editor

#

and that worked

#

but still should work from the get go no?

real needle
#

Yes, unless magic leap for some reason expected a hardcoded C: instead of your custom install path on D drive @strong harbor

#

But I'm glad you sorted out πŸ™‚

night linden
#

Can anyone please give some advice on how to limit the fps for a VR spectator camera? as all the guides I have seen do not cover this. Thanks

real needle
#

Has anyone gotten distance field AO to work in VR?
With the increase in popularity of physics based projects, static lighting is nearly impossible to use on those props.
I have 2 dynamic lights, but without AO the scene looks terrible.

mighty carbon
#

Use Unity then

#

Or rewrite ue4 shaders

#

(And dynamic lights/shadows rendering too)

sturdy coral
#

Does unity have dfao?

mighty carbon
#

Not sure.. I heard it performs in VR with dynamic lights and shadows better than UE4

real needle
#

There's a multitude of reasons I'd prefer to stay in UE4.
DFAO isn't something big enough to switch entire engines

#

@real needle There is a blog article in the epic launcher which refers to a dev studio using VR and solving some of the dynamic shadows with blueprints. Maybe this helps with inspiration how to solve the problem.

#

I'll take a look
Thanks stonert!

rigid bear
#

we are currently running into a problem where a scenecapturecomponent2d projected onto a plane as a mirror works fine in editor but completely breaks the performance when launching the game in standalone mode. anybody else having similar issues?

granite jacinth
#

Strange...by reviews alone, it doesn't seem to have done so well

#

(review numbers)

#

Deep discount now

minor hawk
#

Kind of curious, any of you guys and gals using Bloom (r.BloomQuality=1) in your VR projects? Seems to run ok in my small scenes. I am using a RTX 2070 though...

sturdy coral
#

@minor hawk 1 has pretty low perf impact

#

you can also now adjust the bloom kernels in the post process volume and if you set some of them to 0 that will lower the impact (I think some may already get overridden to zeroed out at quality 1 though)

minor hawk
#

Thanks @sturdy coral πŸ‘

mighty carbon
#

On mobile, any texture sample that manipulates the texture coordinates in any way takes a slow path. These are called dependent texture fetches. By using the customized UV inputs, you can still implement tiling or world space texture mapping while keeping all the texture fetches independent, which is the fast path.

sturdy coral
#

for anyone wondering (told in PM), it is hardware dependent, and some oculus doc says dependent texture fetches aren't a big issue on quest

sturdy coral
night linden
#

My fps reported in OculusDebugTool.exe is 60fps and failing, in UE Editor it runs at ~110fps, in the built version (have put on show fps) published to my alpha channel when running is hitting ~95fps. Anyone else experienced this? Is there an option I need to put in the OculusDebugTool to pass this step?

grand pier
#

Does anyone have any idea on how I would go about dynamically changing the player character? Basically I would like to have a menu with two buttons, one to 'Play in VR' and one to 'Play in 3rd Person' and assign the character accordingly without having 2 separate levels with different gamemodes

night linden
#

set a baloen for when the player selects vr, and use this for as a condition for a branch and set each one accordingly

#

*boolean

rigid bear
#

@night linden i want it to update every frame as I am using it for a scope. It seems to be a bug that started in 2.24. In 2.23 the capture works with no issues at all

#

Already opened a ticket for it

sly elk
#

Anyone here getting reports of new AMD drivers crashing unreal games in VR?

#

I have multiple users reporting that now

mighty carbon
#

good ol' AMD

sweet oracle
#

I m attaching in game menu to my character on spawn but sometimes when i respawn the positioning is a little off... is there anything i m doing wrong with this?

sturdy coral
#

@sweet oracle how much is a little off? You may want to add a delay 0 to make sure camera position ticks after the spawn, I can't remember if that is an issue or not

#

(delay 0 waits until next frame)

sweet oracle
#

Let me try that

#

@sturdy coral nope didnt help

#

the issue is the whole rotation is 90 degrees off

sturdy coral
#

@@sweet oracle Rotator stuff like that usually isn't good practice because if there is any roll the components can get all mangled, it works for fps because they usually only use pitch and roll and not full compound rotations

#

Better to take forward vector directly and use project against plane node to project it on the floor

#

And as the player looks down lerp to up vector projected on floor plane, as player looks up lerp to down vector projected on floor plane

tired tree
#

@sweet oracle use the expansion plugin libraries GetLeveledYaw function

#

or just get the vrrotation

sweet oracle
#

Yea adding rotation fixed my issue

fossil anvil
#

Hi guys can someone please tell me , which engine version is compatiable with oculus quest

#

I am not able to use both hands at the same time

wet igloo
#

Is it possible to create VR games without a HMD?

real needle
#

@wet igloo
Definately
Most vr games just move the capsule with the head, so you can just use your keyboard to move your capsule component
And you can have your hands stick out infront of your camera so you see what you're holding or interacting with

#

It'll be harder to test and troubleshoot, but it's for sure possible

fossil anvil
#

I do it every day.

#

Create Vr applications without Vr , you just need to replicate Vr movements with Mouse and keyboard

carmine yoke
#

@fossil anvil Use the oculus branch of ue4

real needle
#

Does anyone know if there's any specific reason DFAO doesn't work in VR?
The distance fields are still calculated and work in materials. But the AO doesn't show in VR

livid stream
#

Hello guys, is it possible to enable actor's icons in vr editor mode? Currently it's seems like game mode, so I can't select lights or another invisible objects properly.

fossil anvil
#

@carmine yoke okay , i had this issue yesterday with Quest , where only one controller worked at a single time.

sturdy coral
#

@real needle I don’t think there is any good reason, in the past they just said the perf was too bad for VR and they didn’t bother

sly elk
#

I wish they would not do things like that. They don't know what kind of content people have in their games and what tradeoffs they might want to make

#

I ran distance field shadows in VR as a test, it was fine but there were too many artifact with my content (thin, small, and odd shaped car parts)

sharp swan
#

anyone find debugging in Visual Studio with SteamVR enabled project causes a crash when you have breakpoints?

sharp shell
#

Anyone have the VRExpansion Plugin working on 4.24?

sharp swan
#

I saw a vid mord put out showing it working so I guess so. Not tried myself yet

mighty carbon
#

can anyone tell me how to put equirec on mesh cube and have it look like sky sphere, please ? (kinda like what Quake 2, etc. skyboxes used to look like)

tired tree
#

@sharp shell it works fine, but you want the actual 4.24 master branch for it

sharp shell
#

The 4.24 binary works for the VRExpansion, but not the OpenVRExpansion. Very odd

#

@tired tree

tired tree
#

the precompiled?

sharp shell
#

yep

tired tree
#

mm

sharp shell
#

If I remove the OpenVRExpansion folder it loads in

tired tree
#

i need to recompile the openvr module then for 4.24.1

sharp shell
#

with the OpenVRExpansion folder I'm getting a "missing or built in different version" error

#

and won't recompile

tired tree
#

or you could just load the repo soruce

sharp shell
#

yep working on that now

sturdy coral
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VR is having a good christmas!

broken moat
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hay vr wizards

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need a hand with something

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i got the japan mt fuji map on the marketplace

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and every time i try to put a motion controller pawn into the map and load vr preview, it loads a different map instead

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anyone able to give me a hand with it?

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I've tried copying the landscape into a new map and starting fresh but the same thing happened

eternal inlet
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anyone know if there's a way to tell a scenecapturecomponent2d not to "render" postprocess effects like outliner effects?

real needle
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Anyone know of any course or book about AR?

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I would like to start a project with AR. I come from Unity and would need some help

mighty carbon
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what device ?

real needle
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iOS

mighty carbon
broken moat
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every time I try to load vr preview it goes to the edge of the map instead of possessing the pawn

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can anyone let me know whats happening

broken moat
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for future reference for anyone else, you need to enable world composition and origin rebasing in world settings

rigid bear
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does anybody know how the hands and head from an animBP can be set to late update their positions and rotations? as soon as the frametime goes up the hands start to lag behind the controllers a lot. is it possible in blueprints?

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we are using the VR expansion plugin

tired tree
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@rigid bear set your skeletal mesh to tick preres the controllers, or change it to tick in during physics or post physics. That sounds like your tick ordering is wrong

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Also you shouldn't have late updates on

rigid bear
tired tree
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That should work, setting a tick preres would be better as it keeps the body a tick earlier on the physics thread though.

rigid bear
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so it should be "during physics"?

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what i am mainly worried about is that the grabsphere looks like its moving a lot faster than the hands as soon as the frametime goes to 8ms... is the grabsphere movement predictive?

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okay so if the mirror is on(to increase frametime to 8ms) the hand lags behind on every tick group.

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its fine if the mirror isnt on

tired tree
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Then you have late updates turned on

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It will always lag behind with late updates on

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That or you are sampling the position outside of theanim graph

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Then changing tick order won't matter as you already have stale positions

rigid bear
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the late update is always the most accurate controller location isnt it? i would really like to use that for the hand and head positions

tired tree
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You can't match the body to them

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Ik won't run during the render thread

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Also as of 4.23 where they fixed the controller lag on steamvr, the difference isn't too bad anymore.

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In fact, in 4.24 currently late updates aren't even working on steamvr currently due to a bug. It's hard to notice.

rigid bear
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well we are using 4.24 and as soon as a frame takes longer than 8 milliseconds the lag between hand and controller starts... so late updating is working, right?πŸ€”

tired tree
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Then you are sampling wrong

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Where do you pull the controller positions from

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And have you changed any tick ordering from default

rigid bear
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getting the controller transforms inside the animbp event graph on animation update

havent changed any tick ordering besides the try with the body mesh

tired tree
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Also you aren't on index at 120 htz are you?

rigid bear
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im on the vive. 90 hz

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so 8ms should be totally fine

tired tree
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8 Ms shouldn't be slowing the game down thwm

rigid bear
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thats whats boggling my mind

tired tree
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This in editor or packaged?

rigid bear
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in editor

tired tree
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Oh, actually turning on scene catures used to kill late updates

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Dunno if it still does,but shouldn't cause iklag

rigid bear
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okay so full story: we are using a scene component on the controller components to position the hands correctly.

inside the bp update animation event we are casting to the vivepawn and getting that scene component. then we set a transform to use(in the 2 bone ik) based on the transform of the scene component transform

tired tree
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Yeah as long as your skeletal mesh itself is set to a later tick order or prereq tick then it should be functional then.

rigid bear
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okay my best guess is that its the capture component

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but we really want to do scopes and we need the capture component for that so... is there a workaround?

tired tree
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Well it shouldn't be doing that period

rigid bear
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okay can 100% confirm now that the capture component is at fault

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tried it with 0.3 vr pixel density, had a frame time of 1-2ms and it lagged behind as soon as i enabled a 2dcapture component

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so not only did they break the vr performance for the 2dcapturecomponent(unless you use r.SceneRenderTargetResizeMethod 2) it also breaks late updating like you said before

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im suprised not more people have complained about this yet. it completely breaks VR shooters that use scopes essentially

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okay ive disabled low latency update on the controllers now. the grab spheres are fine again and dont feel floaty at all. when low latency updates was turned on and a scene capture component 2d was activated it looked like the controller was faster than my actual controller IRL

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if anybody has an explanation for that enlighten me since i am massively confused about that. i didnt know that low latency updates were using predictions. until then i believe that epic/mordentral found a way to time travel.

quaint blade
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i've been trying to get a small oculus Go test going in 4.24 launcher version but the motion controller motion source seems off.
cant select left or right or any but a ton of magic leap options seem to pop out.

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I also tried to compile the latest Oculus Branch (oculus-4.24.1-release-1.44.0-v12.0) but kept getting as error.
Cannot open include file: 'spatialaudioclient.h': No such file or directory

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Β―_(ツ)_/Β―

tired tree
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@rigid bear well i did tell you that late updates were broken in 4.24 currently...

rigid bear
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@tired tree is there a good explanation somewhere online how the engine handles low latency updates? it looked like it worked fine until the broken capture component was introduced into the mix

tired tree
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It just reprojects the render data on the render thread based on a stored last position of the motion controllers and a new sampled one. And no, they don't describe how it works anywhere, you just have to read the source. It's pretty basic though, just applies that offset to all child primitives.

livid stream
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Virtual scouting is awesome. Is it possible to select multiple objects such as whole drawn annotation?

long comet
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hello, any help to start making a simple service to keep my controllers vibrating every sec while in game (to prevent rift s controllers from going to sleep while not moving them)

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the word service in google regarding to ue4 is not what i thougt

real needle
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hiii πŸ™‚ anyone knows how to make the loadingscreen/splashscreen in between levels fade in slowly?

real needle
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aand another question.. anyone happen ti know how i canmake the controllers invisible in one lvl?

mighty carbon
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SetVisibility to False ?

balmy wasp
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Is there any recommended TUTORIAL MOVIE or DOC about making XR contents?(like InteractiveArt, VJ, GenerativeArt, Math(Physics)Experiments)

night linden
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With the read leaderboard interger, how do I get the whole leaderboard scores? as if I link to get player controler, I am only getting the highscore for that user. It mentions in the documentation to send an empty array to get it all, but that doesnt seem to work for me ?

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has anyone else used this? thanks

real needle
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@mighty carbon ah good idea.. so id do that in the lvl bp?

mighty carbon
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No, level BP should really only be used for logic that only happens on that level

real needle
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but how would i implement that the controllers are invisible in only one of the three lvls i have

mighty carbon
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get name on the level that you are on and set them to be invisible?

real needle
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in the bp of the pawn?

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so i tried it like this ..and now i see nothing at all^^

mighty carbon
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there are many ways of doing this and it's just general Blueprint programming stuff

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the way I'd do it is hide them before teleporting player to the level where controllers should be invisible and have logic for hiding them to be event based (not on tick), in player's BP or in controller's BP (if your controller is a standalone actor and not part of the player's BP)

real needle
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ok ill try that πŸ™‚ thank u

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do you happen to know how i can make a lvl fade out slowly in vr?

mighty carbon
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I don't know if it works in VR or not

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(I've never tried that)

brittle salmon
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regular camera fades work for that

mighty carbon
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@brittle salmon do you know if that works on mobile VR too, with HDR disabled ?

brittle salmon
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no clue

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dont see a reason for it not to work though

topaz plank
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it doesn't

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as motorsep mentioned

mild moon
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hey everyone, has anyone noticed rendering issues in VR (oculus rift) with 4.24? It seems to only render one eye when we make a build.
In 4.23 it works fine but the framerate seems to cap at 75 instead of the usual 90fps
Anyone noticed anything similar? Is there some kind of known issue going on?

granite jacinth
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gg

mild moon
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i still cant find any info about the low fps cap in 4,23 though, super weird. It caps correctly at 90fps in 4.22 and 4.24 but around 70fps with 4.23

ornate raptor
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@mild moon there was a driver bug that was causing some issues. Try switching to the Public Test Channel and see if you're still having that issue

mild moon
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what do you mean by public test channel?

ornate raptor
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Open your Oculus app. On the left, click on 'Settings'. Then go to the 'Beta' tab. You'll see it there

mild moon
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oh right

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thanks ill try that out

quiet swan
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is anyyone else using vre plugin and vr? How do you update your projects? do you just put the vive pawn and steam vr files from your old project into t he new or do you add everything manually?

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I think 4.24 was a big update Im just curious on everyones update methods when updating from each engine

iron zodiac
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@quiet swan in 4.24, they changed the way controls were handled, motion controller inputs aren't there anymore, the steam vr input plugin is now integrated into the steam vr plugin, and there are now inputs for the vive, oculus touch, that other oculus controller, and the valve index
So you'll need to account for that

mild trail
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Got this problem. I upload my package to my Oculus Quest and some of the textures is super sharp and some is blurry as hell. Any image recommendations (resolution, kb size, format, power of 2) or has it to do with something else??

brisk spade
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is there a way to get stereoscopic 3d in unreal?
on window per eye?

topaz plank
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I'm not getting widget components to show up in the level viewport anymore since upgrading to 4.24. They do show up fine in BP viewport. Anyone else having this problem?

topaz plank
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nevermind, not 4.24 related. Funnily, fix was to enable "show realtime" flag in the viewport. If anyone has a clue as to why that fixed it, I'd be curious to know πŸ˜„

real needle
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hii, i have some trouble with my packaged game.. it seems like the resolution might be wrong whenever I play it goes foll screen on my monitor and takes up half of the second monitor.. anyone had this problem before or knows how to fix it?

tired tree
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its a bug with 4.23

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that wasn't resolved before updating the engine to 4.24

real needle
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oh interesting..thanks for letting me know!

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whenever i update to 4.24 i get an error with the motion controller..how can i fix this issue?

tired tree
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well that kind of depends on the error? if it is regarding input buttons then it is because they deprecated all of the motioncontroller keys in 4.24. You are supposed to use the per controller inputs now and reference input actions. @real needle

real needle
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@tired tree its this one...seems like u were right:) how can i reference the input actions?

tired tree
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go to project settings and input and assign per controller keys to action events. then use action events in your graph instead of directly reading controller buttons.

real needle
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thank u so much

sturdy coral
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@brisk spade are you talking about stereoscopic tv or stereo texture in vr?

brisk spade
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@sturdy coral i allready asked it in december. Basically we have some unity project in which we can output each eye on a secondary screen n via a projector to create stereoscopic 3d. I just wanna know how I should achieve a similar thing in unreal

sturdy coral
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You can get 3DTV support with -emulatestereo on the command line, but you have to fix some things about its projection matrix to make it work ok. There is also the nDisplay plugin, not sure if it can set up 3D on just one monitor.

real needle
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i noticed smth else..the light of my scene seems to br fairly different..it seems much brighter.. do u know if they changed anything in the project settings or smth?

sturdy coral
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To take the vr eyes I’m not sure, you’d need a custom mirror mode

brisk spade
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Two monitors each projector is one eye

mighty carbon
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o.O

brisk spade
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So there is no default solution in unreal for my problem, gotcha

sturdy coral
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If you render a separate view nDisplay may work for it

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I’ve never used it

brisk spade
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But I need to have a second pc to run n display?

sturdy coral
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Maybe a second client on same pc, I’m not sure

brisk spade
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There is only less documentation about ndisplays :/ :)

sturdy coral
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A custom mirror mode is probably what you want, it is just finding the right uvs to crop it

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Then make the mirror span both monitors

brisk spade
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Mirror mode means what exactly mirroring my camera view and only showing one eye?

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So expanding the windowsize ?

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Too bad it has to be two separated windows :/ because it should be like in unity

sturdy coral
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With a custom mirror mode you can show both eyes, there is already one that does but you will need more control over the crop and spacing

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If your 3D tv is interlaced you could do it in one window

iron zodiac
brisk spade
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We don't have a 3d monitor only 2 projectors

sturdy coral
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It would still be one window with mirror mode, just spanning two desktops

brisk spade
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One window and overlaying it with two projectors .

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Sweet spot is to crop the windows correctly

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Have to dig deeper into cropping and mirroring the view

sturdy coral
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you basically want to calculate the fov you want on the projector, and calculate how to make make the centers of each eye mirror spaced 50mm apart or so so they recede into the screen (you want to choose a spacing on the minimum IPD of someone that will be viewing)

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your crop will need to be a little off center as a result, but not by much on a projector since 50mm or so is really small compared to overall size

silk nebula
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Hello everyone. I'm working with Oculus Rift and i'm trying to implement a web browser in the project. This project you can play in VR and First Person, in this two modes you have two hands with one widget interaction each and in First Person you can use the browser without problems, but in VR can only click in certain things like Google Virtual Keyboard or search button, but other things like the links from the Google search I can only click if the two Widgets Interactions are hover the widget. Someone can help me?

brisk spade
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@sturdy coral i Will discuss it with some colleagues tomorrow. I have to understand the concept before I can transfer it into Unreal :)

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I'm not that great with instantly understanding things

mild trail
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Hey I am using real world mapping in my projekts in 3ds max and that carries over to UE4 just fine. But when I put it on my oculus Quest it goes all blurry. Wonder why that is.

sturdy coral
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@mild trail I think during cook it may be compressing it for mobile with a different method than desktop

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or depending on how blurry, the mip streaming heuristic isn't working well and you are blowing all of your memory on quest

mild trail
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The textures works fine if I dont use real world mapping. I just really really want to use real world mapping because it is a huge part of our usual workflow.

granite jacinth
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Well damn. Pimax definitely trying to upstage everyone

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Tldr, some new 8k version...

A 180hz 5k (5k Super)
An entry level 1440p, called Artisan at $450

mighty carbon
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didn't they have delays for original Pimax and not everyone got their HMD yet?

sturdy coral
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@mighty carbon 8K X mentioned there is the one that has been delayed heavily

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the others only came after a delay too, same as rift kickstarter

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the main thing is they seem to be reneging on some of the stretch goals and stuff, like eye tracking

mighty carbon
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I see

flat shoal
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This used to work up until recently... anyone know if WMR or perhaps 4.24 changed anything?

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(It doesn't throw any error, but it no longer properly offsets the teleport location.)

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Maybe this changed?

marsh hull
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Hey,
I have packaged an Oculus Quest app which worked perfectly fine when I packaged it last time before Christmas. Now every time I try to open it the app closes straight to Oculus Home after loading for a second.
I have looked through the logs with Logcat, but there are no traces of an error or anything, except that the entitlement check failed. That error has always been there though, and it worked perfectly fine last time.
Anyone else had this problem?

carmine yoke
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@marsh hull that's happened to me before when there's an error in the game. Do you have a null ptr or something?

marsh hull
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@carmine yoke No, I shouldn't have. It works fine on PCVR btw.

carmine yoke
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When you say pcvr you mean a package or in editor?

marsh hull
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But I'll check through for null ptrs just in case

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Both as a package and in editor.

carmine yoke
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Hmm

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Well yeah every time that's happened to me on quest it's been a null ptr, but I've not been checking it on pcvr so I can't confirm that

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Sorry I can't be more help

marsh hull
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Thanks for the help. I'll write if I find a solution πŸ™‚

mellow stone
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Hello, has anyone ever tried dev AR on VUZIX or EPSON glasses?

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Thanks

marsh hull
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@carmine yoke I got my issue fixed by removing maps from packaging and adding them again.

carmine yoke
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Hmm, that's odd, thanks for letting me know though!

brisk spade
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can someone explain me how i can set up a loading level splash screen?

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i have no idea what type of texture i have to use

brisk spade
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forgot to use another compression mode

vagrant drift
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For a VR device its best to have a map with a object that renders a widget. You can also have this follow the HMD to keep it visible during its duration no matter where they are looking.

tired tree
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its best to have it as a stereo layer typically

brisk spade
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ah gotch

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just a widget attached to the viewport

pastel fern
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Are you guys able to work with HapticFeedbackEffect_... assets? The asset editor is empty for me

brisk spade
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@sturdy coral hey i tried to get the stereoscopic thing to work.
SceneCaptureComponent2D is what i have in my Motion Controller pawn that renders to a textureRender2D

the res

tired tree
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you dont' want to use a scene capture

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you likely want the double eye texture buffer and split it

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like the both eyes mirror mode

brisk spade
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double eye texture how to set it up or where can i get it from?

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can i get it from my hmd?

tired tree
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FDefaultSpectatorScreenController

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virtual UTexture* GetSpectatorScreenTexture() const override;

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virtual void RenderSpectatorModeUndistorted(FRHICommandListImmediate& RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize);
virtual void RenderSpectatorModeDistorted(FRHICommandListImmediate& RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize);

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undistorted and distorted eye functions both display both eyes

brisk spade
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how ould i do it with blueprint only?

tired tree
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you can't

brisk spade
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there isnt a solution with bp . hm ok