#virtual-reality

1 messages · Page 231 of 1

carmine viper
#

as well as through the link diagnostics tool you can get another few overlays with useful info

muted scarab
#

just fyi I don't always get 45fps, it can hover at around 60-75 also so wouldn't be positive about it being halved

carmine viper
#

no I don't think that may be your issue just saying that that can mess up your search direction if you are not aware of the processes that can cause certain timings to be off

muted scarab
#

ok, now I did a standalone test with r.RenderPercentage 10
the fps is 90.
so it is... GPU bound after all. Blaah.

rose current
#

ohh maybe stat unit is actually working differently when in VR..

muted scarab
#

I still think it has to be something funny I am doing - the setup is not asset or feature heavy

#

will try again in a blank level and start from there

rose current
#

then you could try different show commands to see what is making the most impact on the gpu

muted scarab
#

I also disabled my render to texture things (for stereo layers) with zero impact

#

not familiar

#

like show shadows, show shaders... I will look into it

rose current
#

show landscape, show staticmeshes, show fog etc.

#

I find it pretty useful

muted scarab
#

coo, thanks

rose current
#

it works as a toggle btw

muted scarab
#

it is great to not be totally alone. appreciate all the hints and help

#

ALso as it is sticking to 90fps in the vrpreview I assume it is taking some rendering shortcuts there

spare imp
#

Hello! Currently I'm working on a VR project and noticing that UI Widgets are having performance issues, mainly the Slate Tick time is huge (it is around 10ms), does anybody know about VR UI (UMG / Slate) best practices or documentation that could help with solving performance issues?

muted scarab
#

on vrpreview?

spare imp
#

If you mean play in editor with vrpreview, then yes

rose current
#

There can be few things actually in the widgets that are taking to much time. First of all how many widget components do you have in a view on average?

spare imp
#

on average there are 2 widget components

#

The main elements are for book pages, so for the left and right page a widget component

rose current
#

2 and you have 10ms on slate that is interesting. Do they have like enormous widget hierarchy? Or maybe you are adding and removing them on tick? I mean widgets inside that widget components.

spare imp
#

Not really I think, I'll make some screenshots for you though just to be sure, one moment please

#

Do you think that are too many widgets? Nothing gets changed on tick though

rose current
#

It's not that big to be honest. So when you hide the book your slate is like 10x faster?

spare imp
#

It will be tested in a moment, if when the book is deleted from the scene if it makes a difference

#

My team member will test it, can't test it myself atm hahaha but at least it is good to know that there aren't too many widgets

spare imp
#

When the book and other assets with widget components are removed, it does improve slate a bit but not like a huge performance boost. Especially not on his gpu, so I guess that the gpu gets bottlenecked and that the gpu the issue is

carmine viper
#

@muted scarab happy to help, glad it was at least somewhat useful

sharp shell
#

Hey all. Is there a known issue with Get Valid Tracked Device Ids in 4.25? I've been using it until now, and it's returning arrays of length 0 for all types (including tracking references...which should be the lighthouses....)

sturdy coral
#

@carmine viper @muted scarab vsync has no effect if using oculus or steamvr:

OculusHMD/Private/OculusHMD_CustomPresent.cpp
122:            SyncInterval = 0; // VSync off

SteamVR/Private/SteamVRRender.cpp
141:bool FSteamVRHMD::BridgeBaseImpl::Present(int& SyncInterval)
161:    SyncInterval = 0;
#

it is forced off by them, so you can still freely set it for whatever you want it to be for 2D if you are allowing switching from VR to 2D

carmine viper
#

yes and no

#

it is set off in unreal but it will still be applied by their respective compositors

#

that does remind me @muted scarab that debug overlay has an "Application Render Timing" view that actually has far more details on this than you saw on the "performance summary" view

#

and then also

#

App Render GPU Time The total GPU time spent on rendering by the client application. This includes the work done by the application after returning from ovr_EndFrame, using the mirror texture if applicable. It can also include GPU command-buffer “bubbles” if the application’s CPU thread doesn’t push data to the GPU fast enough to keep it occupied. Similarly, if the app pushes the GPU close to full utilization, the work on next frame (N+1) might be preempted by the compositor’s render work on the current frame (N). Because of how the application GPU timing query operates, this can lead to artificially inflated application GPU times as they will start to include the compositor GPU usage times.

#

that last line is one of the examples of how usage times can become warped (har har)

#

and also

#

Compositor Frame-rate The rate of the final composition; this is independent of the client application rendering rate. Because the compositor is always locked to V-Sync, this value will never exceed the native HMD refresh rate. But, if the compositor fails to finish new frames on time, it can drop below the native refresh rate.

vagrant drift
#

[Question] Does anyone in here use post processing visual effects while engaging in VR experiences? I am looking at ways to leverage post processing to handle visual experiences such as too much drinking at the bar will make you feel drunk or maybe heavy health impact giving you that blood haze feel.

#

There is pretty much a generic statement on the documentation for UE4 that says "You really shouldn't use it for best experiences" but I am exploring how flexible this is.

rose current
#

@vagrant drift yes, but you need to make sure they are pretty light in terms of performance and be really careful about motion sickness. Creating drunk post process might be tricky as I imagine the user can easily get motion sickness from that or fall over

sonic lake
#

@vagrant drift you have the option to disconnect the HMD tracking from the camera and manually drive it.

#

You can make it lag respect to the overall movement. I agree that there is the risk to make someone sick, but may be this is part of the experience.

vagrant drift
#

I appreciate the feedback, the goal is to hopefully add to the experience of a consequence. My best quick examples are, if you drink too much and if you take damage over time.

tired tree
#

There are plenty of ways to provide feedback for that without throwing the players equilibrium off and possibly driving them away from your game though.

limber flame
#

I am looking into making an object spin with the momentum of a controller touch, does anyone have any documentation / tips on where to even begin?

carmine viper
#

I know that you can get raw controller speed/momentum through the SteamVR Input api

#

I assume Oculus will have a similar API

#

there's some raw raw values and parsed to 1/m/s values generally

#

which API are you writing against?

#

@limber flame

real needle
#

who of you likes deferred games in vr

tired tree
#

@carmine viper @limber flame for velocity you can just sample cur - last frame position, but for rotating something you can get the angle around the center of it and read its change from frame to frame to apply. You can also use a physically interactive component and have the object simulating with a physics constraint too if you don't want to math it but want to go friction and physics engine based.

real needle
#

I was thinking about draw performance: what's preventing Unreal from having two draw threads in VR? It's already doing things twice!

limber flame
#

Thank you @carmine viper and @tired tree -- I had no idea where to even really start. I will look into this 😄

#

When you ask what API am I writing against, do you mean what headset am I using?

#

@tired tree My past experience with VR + physics didn't go so well, so since then I always go for the faked but look of physics (triggers / line trace pressure ect)

stable portal
#

Hey there

#

If I want to synch a group of oculus Quest headsets together with one of the headsets controlled the others, what is the best way to do that? Anyone had an idea?

fiery ivy
#

Any way to pass launch options like you would in Steam with the normal .exe without making shortcuts?

tired tree
#

@limber flame why didn't it go well? Generally people are moving to physics to de-complicate their work. In the end its a lot more effort to do things without it.

muted scarab
#

@carmine viper thanks for the explanations above. Will look into it.

little scaffold
#

Anyone know if the FreeD protocol is implemented in Unreal Engine?

ionic flint
#

Hello, Im new to VR developement. My only VR set is the 2017 Gear VR with controller. Is it still possible to develop for gear VR in any way ? This doenst need to be a published project, rather practice for getting started with VR developement. This doenst seem possible in the latest versions, but is it still possible to develop for mobile using an older version of UE4 / Android SDKs and NDKs? Using Galaxy S10 as hardware for testing.

#

And if it is, which versions should I use?

#

Or alternatively, is there a way to use Gear VR + Samsung Galaxy S10 as testing platform for developing Oculus Go / Quest content?

mighty carbon
#

Go is dead, Quest requires approval @ionic flint

#

you'd be better off signing up for Oculus Start and getting free Oculus Rift S (although I don't know if they still send out Rift S)

#

if you have $299, you might as well just buy Quest 2 64Gb and use that for development

limber flame
#

@tired tree There are quite a few reasons, a 'faux physics' approach means you can never use the object other than it's intended purpose, physics constraints to be accurate take more compute power, and even then can still have unintended consequences.

#

it's just all round a more reliable and accurate approach to make for example tactile buttons from a couple traces than it is to make sure the physics always works

sturdy coral
#

@limber flame rendering is already fairly multithreaded, but on dx11 you can only submit from one thread

#

If you have the rhi threads on it should be able to build up the commands on different threads before submission

tired tree
#

@limber flame You can keep physics stable, you just have to manage it all correctly, and yeah I mix in logical controls like that in my plugin, I use logical levers, buttons, dials, even though most of the interactions are physically simulated.

#

the same concept of a logical dial / lever work for your momentum on touch question, however it is significantly more natural in that particular case simulated

#

you also shouldn't need box traces for a press button btw, can manage it off of overlaps

carmine viper
#

@limber flame yes I meant which headset

spice cloud
#

Oculus Quest 2 Developer mode in UE4. 4.25.4 .. I removed all of Codeworks because it is no longer compatible with something. Installed android studio and the abd drivers. Now in the UE4 Settings I am unable to see my Quest 2 in the Launch menu.

shadow radish
#

some weird VR design to share: to save on button presses, I am giving the player the option to throw this owl ball from their hip out to switch between first and third person view

#

*button assignments I mean, not presses

sonic lake
#

@spice cloud make sure Oculus link is not active because that masks the access to the Quest via ADB. If you open a command prompt and type ’adb devices’ do you see the Quest listed?

spice cloud
#

it appears abd divices is an unknown command

sonic lake
#

Check the environment variables, especially path. It probably still points to the previous installation.

spice cloud
#

wait, oculus link is currnetly active

sonic lake
#

If that is the case you should be able to VR Preview in the editor but not Launch

spice cloud
#

ok, sorry, i disabled link. and enabled the developer usb dialog inside the oculus

#

i feel like something is mixed up. beside the launch menu. i do not see quest 2 after removing Codeworks and installing Android studio (updated)

sonic lake
#

The fact that adb cannot be found indicates that the SDK path still points to the old installation.

#

As far as I remember I also had to fix it manually when I switched from Codeworks to Android Studio

spice cloud
#

i do remember this step in the command prompt showing something before. its odd that it doesn't now. im not sure what to do.

#

when i enable the ocu link the debug info shows up in the command prompt by typing abd help

carmine viper
#

did you run the android setup script?

#

\Engine\Extras\Android\SetupAndroid.bat

#

assuming you're on windows

#

that ought to fix it

#

if you installed android studio to it's default folder. If you picked other folders, go to the android sdk settings in the project settings (in UE editor) afterwards and set up the paths manually

#

that script must be ran though to fetch the right versions of the SDK/NDK

#

I also had an issue where I manually installed the latest NDK instead of the right one that the setup script installs and I was unable to run build stuff, I fixed that by pointing the folder manually to the right SDK and NDK versions

real needle
minor hawk
#

Damn that's good. This is what I'll be thinking of when I walk through tick infested woods in Canada

muted scarab
shadow radish
#

I am having a weird bug with my transition from third person to first person pawn

#

it's not a bug per se..let me explain it and see if anyone has any ideas I can try

#

if I teleport in one direction, then switch to out of body camera (which I have attached on a spring arm)

#

if my original non-third person pawn (the default vive pawn character from vr expansion plugin) had teleported straight forward, and I did not rotate my head but kept it in that same alignment, then when I spawn as this new character with the body, they are facing the right way, and the camera is facing the right way

#

if i had teleported straight forward, but at the moment of switching to this new body character I look left in the HMD, then my springarm is still correctly located behind the character, but after the camera has switched, my camera's viewpoint is not adjusted behind the pawn straight on, but is adjusted to the left

#

I modified the SwitchOutofBodyCamera function from the vr expansion plugin to do this follow cam, and so basically I just spawn a camera actor, attach it to a springarm, and then switch to that camera instead of the previous camera with this "set view target with blend" node

#

I tried calling teleport right before doing the switch, and I tried adjusting the camera to the pawn's rotation, but both haven't worked so far. I've been stuck on this for a few days

#

basically what I want is to switch to this follow cam and have its orientation always snap to be dead on facing forward towards the character, not have them switch to follow cam and have it be rotated (which seems dependent on where they were looking relative to their last teleport exit rotation)

#

you can see here I have snap to target rotation for this camera onto the spring arm

south trench
#

anybody have any idea why force no compute would consistently give better performance than baked in vr?

little scaffold
#

Is 4.25 a stable engine version for building AR apps for IOS and Android or should I consider building it on 4.24 or 4.23?

violet musk
#

Has somebody tried the Apex Destruction plugin on the Hololens 2? Destructible meshes don't appear when the app is installed on the Hololens 2. It only works in the editor VR preview.

plucky current
#

Greetings!

I have some build optimization problems with game.
It's VR game for oculus on Windows. VR setup is Oculus Quest linked to the PC as stantionary device.

To be specific, FEngineLoop_Tick_SlateInput draw lagspikes for 10-15ms and make framedrops by cpu overload.

As I know all input go through winapi, then slate, then InputEngine itself. But I dunno why for certain it can take so long to process inputs to the engine.

Does someone know what could be the problem?

rose current
#

@plucky current For me it also always looks like that. I believe it is because of some profiling limitations

plucky current
#

@rose current I'm using Unreal Insights - I run the game on one pc, and capturing all the data on another through network.
Using editor tool, Frontend, causes more laggy behavior because it takes some recourses to collect data. But this is not the case.

nimble edge
#

Does anyone know how I can go about getting a UMG to display on the spectator screen a-la Robo Recall?

real needle
#

i enter vr preview mode and fps goes heavily down. what is going on

#

im new to vr and i use a hp reverb

rose current
#

@real needle you mean in comparison with a standard play in editor?

real needle
#

ya

#

and the image in vr is flat. and only 1 eye

rose current
#

so the flat image only on 1 eye is strange. I never experienced that issue.
Generally you need to prepare that in VR you will have always less fps than in non-VR

nimble edge
#

That's super weird. Never had that one. And yes the FPS will drop to whatever your HMD can handle

real needle
#

i have a 2070super

#

bro

compact jackal
#

I'm working on an application for the Quest in Unreal Engine 4.25. When I package the apk and install it to the device via adb, I don't see it anywhere in the launcher.
I double checked that the Android Manifest has the correct filter (https://developer.oculus.com/distribute/publish-mobile-manifest/). Any other tips?

<intent-filter>
  <action android:name="android.intent.action.MAIN" />
  <category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
rose current
#

@real needle it doesn't matter what kind of graphic card you have. It will be always relatively less than in standard play in-editor

real needle
#

ya but it goes from 170 fps to 20 or so

sturdy canyon
#

@compact jackal I don't think you can launch it from the launcher unless you're accepted into the Oculus store. You have to launch your app with an adb command

sonic lake
#

@compact jackal you can find it in your Quest library under unknown sources

#

Otherwise you need to deploy it to the store and run it as test version

compact jackal
#

🤦 I knew that was there, but I forgot that "all" doesn't include unknown sources.
Thank you very much!

sonic lake
#

You are welcome

real needle
#

:<

#

i was so exited to see my lvl in vr 😄 damn

#

this is how it looks for me

#

GI stuff isnt showing in my right eye lol

sturdy canyon
#

wait.. unknown sources is back? I thought it got removed?

mighty carbon
#

no, it's always been there

sturdy canyon
#

Maybe it was just gone on Quest 2 beta builds..?

#

I definitely couldn't find it back before the launch

real needle
#

hm. cause deferred renderer was on i couldnt see shadows on right lense

#

interesting

rose current
#

I believe they removed unknown sources only in Quest 2

real needle
#

nizn or liion for wmr?

#

In Death's dream kingdom, Heaven is abandoned. Amongst its crumbling ruins, forsaken souls, angelic creatures and demons alike have run amok. Only a courageous hero that dares to venture deep into the Afterlife will be able to restore Harmony.A VR shooter with roguelike elemen...

Price

$29.99

Recommendations

762

Metacritic

77

▶ Play video
#

@rose current auto exposure is not wanted in vr or?

#

is the real eye really exposing to dark scenes automatically in VR?

#

doesnt it take like few minutes?

#

ue4 auto exposure goes in seconds. isnt that better than?

rose current
#

We are not using auto exposure so I can't tell how it behaves with it turned on.
It is possible though that it is not that needed as you have literally screen right before your eyes, but you would need to test it.

hoary latch
#

Hi,
I've recently taken over a project for my senior design course at school and have never worked with unreal engine before. When I launched the project as I had received it using the Rift CV1 I was floating above the ground. I found a temporary work around by off-setting the camera and the mesh from the capsule component but I'm concerned that it is an issue that I'm specifically experiencing. What is a way I could solve this issue to ensure that it would work on multiple devices? Here is a screen shot of what I currently(and surely incorrectly) did lol :

Thanks 🙂

I should note that there is a blueprint that is setting the camera height depending on the HMD device used.

real needle
#

@hoary latch are you or anybody else running ue4 in deferred mode andit works? with game assets, gi etc

hoary latch
#

I'm not familiar with what deferred mode is and couldn't find documentation for it. I would be willing to set it up to try though.

real needle
#

forward renderer you know?

hoary latch
#

Forward Rendering wasn't enable, so I was running in deferred mode I think.

#

The other people working on this project with me are largely MIA so thats why I'm turning here :X

#

I'm thinking about scrapping how they implement the character spawning entirely and copying the VR template

real needle
#

ya

#

😭

#

poor mistfir2

#

RIP

hoary latch
#

Lol at least I have a template 🙂

chilly ocean
#

Has anyone had problems with mouse movement in VR with multiple monitors?

#

I remember @hallow knoll said they would address that about a year ago, but its still not fixed (as of 4.24)

#

also I have experienced a freeze in my game in VR when I had a second 4k monitor connected and unplugged it while playing my game and I couldn't ever unfreeze it

short laurel
#

It seems that the BP node "Is Head Mounted Display Enabled" does not work in a packaged game?

chilly ocean
#

@short laurel Idk about blueprints, but the related function in code does work for me (C++)

short laurel
#

When I launch from VR Preview it correctly returns true. When I launch from PIE it correctly returns false. But when I launch from package game with -vr passed from commandline and "Start In VR" enabled... it still returns false?

#

Is there something else I have to do when I launch the Packaged executable to get "Is Head Mounted Display Enabled" return true? (it launches onto the device ok - just the logic from this node is off)

chilly ocean
#

hm I don't launch it with any command lines - I just have it auto start in vr in the DefaultGame.ini file

short laurel
#

hmmm thats how i thought it should work

chilly ocean
#
bStartInVR=True
ProjectVersion=0.1.0.0```
#

do you have bStartInVR set to true in the project settings? That way you don't have to run it with command line, which may be causing the issue

short laurel
#

hmmm I checked the box in Project Settings.... lemme try without command line

#

was gonna check ini in package game but it is encrypted by default

#

gotta turn that off and repackage

thorny void
#

Looking for a dev who wants to work on shopify + unreal engine project creating VR ecommerce shops

opal kiln
#

Finally managed to get the Oculus Hand Tracking Train sample working.

uneven nebula
#

Hello guys

#

Am using magic leap. And i simply followed Hello cube tutorial. But when i press Vr-preview, my cube not showing in Simulator? Why does it happens?

#

Anyone please reply to me

#

Oh I'm using Unreal engine 4.25.4 and Lumin SDK 0.24.1

slender pulsar
#

To develop with oculus quest 2 need some special dev kit or something ?

real needle
#

@slender pulsar oh nice you vr too. which

slender pulsar
#

which what ?

real needle
#

which vr you represent as an individual

slender pulsar
#

not sure what you mean tbh

maiden willow
#

@slender pulsar you do not need a dev kit. You can use the launcher version of UE4, or compile from source (either Epic or Oculus). You do need to put your Oculus account as a developer, allow developer mode through your smart phone Quest app and connect it to your PC and allow file sharing

slender pulsar
#

Ty 👌

opal kiln
#

In hand tracking API, is pinch strength just the distance between that finger and the thumbtip?
Are there any examples of rolling your own gesture recognition?

strange oyster
prime topaz
#

@karmic star Did you ever find a way to use your Quest 2 in VR-preview in ue4?

strange oyster
#

does anyone know how to fix weird shader glitches in unreal vr? I also see ghosts around cc3 characters

willow onyx
#

When I enable Volumetric Fog and run in VR, I get two entries for VolumetricFog in the "ProfileGPU" window even though I've single pass instanced enabled in ProjectSettings. Does anyone know why this happens? I expected only a single entry in the list because I enabled SinglePass instanced but that doesn't seem to be the case.

rose current
#

@willow onyx Probably because you still need to calculate the light propagation for both of the eyes or other lighting thing. I would assume that this is normal behaviour and they didn't figure it out yet or will never

trail shale
#

My project is hanging/taking forever load - I suspect it's because it's VR but I don't have the VR equipment plugged in, so steam VR is weirding out - should I just disable the steam VR plugin and disconnect any VR calls in my blueprint to verify that steam VR is the problem???

#

Also, if this is the problem - where can I learn more about about steam vr issues without someone just saying "valve" or "steam VR"

short laurel
#

@trail shale if the editor is taking forever to load your project - it may just be shaders compiling - can take a long time the first time for if you make project setting change. or are you saying your packaged game is taking forever to load? that is different set of issues

trail shale
#

nope, it's not that (i'm very familiar with that aspect) - no, this would hang and do nothing, but sometimes it would work fine, and I would close it and do it again, then it wouldn't work, so I'm running the same experiment but getting different results basically

ornate citrus
#

?

rotund swan
#

Hi guys. I'm having a bit of trouble understanding the performance of VR games. Specially after seeing the RoboRecall project.
So I have this set up. All lights, except the two that are on the door are dynamic (they have to turn on and of when doors lock, although Im starting to think this is an unnecesary extra)
The floor is a plane with a shader that randomly picks a tile from an atlas.
Bricks are meshes.
And the guns and characters are movable but cast no shadow. Still I'm getting 70fps 13ms average, and its not a complicated scene. I do have some additive and translucent shaders, but are really small.
Using forward renderer aswell

#

I know this is more art related, but I asumed it is better to ask on the VR channel

#

I've seen it doesnt like additive materials, but again, RoboRecall is full of those. So I'm not sure at all how to get around it

cosmic shoal
trail shale
#

I hate steam vr

rotund swan
#

https://www.youtube.com/watch?v=3Yx9IEOc5s4+
@cosmic shoal I already watched a while ago, but it cant be bad to rewatch it again. Thanks

Announce Post: https://forums.unrealengine.com/showthread.php?141558

Robo Recall is Epic Games' hot new VR title, but how did it get to be so fast and fun? VR developers know that maintaining a steady framerate is key to a good experience, so Nick Donaldson and Jeff Farris ar...

▶ Play video
spare imp
#

Hello! I've got a question about VR Widget Interaction. The interaction idea for the game I'm working on is: the player can open a large book, this book will have UI widgets on the pages (left page has buttons, if pressed the content on the right page changes) for the player to interact with the buttons they have to grab a quill pen and push the tip of the quill pen on top of the UI buttons (so besides controller input for grabbing the quill, there should be no actual controller input e.g. "Trigger that simulates left mouse button press" for activating the ui button with the quill pen, it should just be collision based). What would be the approach to create this or does someone have an idea that can point me in the right direction?😁

muted scarab
#

Stereo Layers Question.
I have an issue where StereoLayer content is that is supposed to be occluded is showing through anything that is dark enough.
(My ugly debugging grid is showing through)

#

Brighter lit situation shows much less bleed through but it is still there.

muted scarab
#

@lucid violetvm - couldn't you just use collison volumes for it?

I have bit similar case in my game. Finger tip has a collision sphere with a tag applied. If the finger touches the button it will fire off a command.

#

This would mean that you need a way to manage the widgets and the collision objects. but that shouldn't be too complicated

spare imp
#

@muted scarab Sounds like that is what I need, thanks! Should I then just google collision volumes to find how to set something like that up?

muted scarab
#

I can show kinda what I do but I am a newbie so take it with grain of salt.

spare imp
#

If you want to share it then you already help me a lot. I'm new to ue4 too and especially blueprint scripting so I don't even have a clue where to start😂

muted scarab
#

it is still processing

#

I will quickly type it out too.
-On your pen actor add a sphere collision to the tip of the pen
-set it's collision preset to trigger (this way it doesn't have physics collisions)
-give it a unique component tag
-Where ever you add your "button" or icon add another collision volume (boxe/spere/capsule)
-in the button's BP select the collisoin component and scroll down and click on the OnBeginOverlap (or similar) and it will create an event that gets fired when overlap occures
-test whether it is the pen tip but adding a branch and a test "Component has Tag" node
-if yes do your thing ie. the even can send what ever commands you need it to do
-Also add a "Do Once" that prevents those commands being constantly triggered during the overlap.

#

@spare imp see above

#

In your case you might want to have the logic in the pen and not in the button. And it could read a parameter (like what is the command) from the button. (by button I mean your widget thingie + the trigger volume)

spare imp
#

@muted scarab Thank you very much! The video is very informative especially the EndOverlap sequence is smart, I will give it a try now. The logic that is in the UI Widget BP right now should that remain there or also move to the BP of the pen?

spare imp
#

Also, my umg ui widget on the left page has 4 buttons, does that mean I have to add 4 collision volumes or just one (in the book BP, since there the widget components get called) then with that 1 collision box reference or call the OnClickedEvents for each button or use the WidgetInteractionComponent to simulate a mouse key press?

rose current
#

You should use WidgetInteractionComponent and simulate key presses so various mouse events will just work out of the box

spare imp
#

All right and then in the Bp of the pen I guess?

rose current
#

In whatever blueprint you are using for interaction with widgets

#

If it is a pen for you then yes

spare imp
#

you mean, like the actual functionality of the widget buttons? Because those are in their own WidgetBP, then that WidgetBP is set as the widget class on a WidgetComponent on a book that the player can open. Then right now what the book does is Get All Widgets of Class and setting those to the Left and Right page widget components.

#

Right now, to press a UI widget button, a laser pointer has to be enabled during gameplay which also has the WidgetInteractionComponent on it that simulates the left mouse button

rose current
#

Functionality of the buttons should remain in the widgets.

Right now, to press a UI widget button, a laser pointer has to be enabled during gameplay which also has the WidgetInteractionComponent on it that simulates the left mouse button
That is okay

spare imp
#

All right then maybe in the widgets only the OnClickedEvents have to be changed to custom events? Or keep the widgets as they are, then in the Pen BP a WidgetInteractionComponent that simulates the left mouse button?

#

Because I think the book itself will be the main bp that connects both the widgets and the pen with each other, that would probably be the easiest

rose current
#

I don't get why you want to directly connect pen with the widgets.
Don't you want the pen to behave like a mouse? So you grab the pen and when some key is pressed you simulate mouse press and book widgets will react somehow to that?

spare imp
#

Kind of, when the pen is grabbed no further key input should be necessary, if the pen is grabbed and the tip of the pen collides with a widget button, it should fire the functionality of that button

#

The concept is, a book is laying on a desk > player places their hand on the cover of the book (no further key input required) > the book opens and on the left page is a list of widget buttons that belong to an information topic > the actual information will be visible on the right page and with a widgetswitch the specific information that is visible depends on which button on the left page is pressed > to "press" a button, the player has to grab a quill pen and touch a button with the tip of the quill pen.

rose current
#

So you actually don't need WidgetInteractionComponent at all

spare imp
#

Right now, the buttons on the left page are OnClickedEvents, that just set the an index number which was added to an Enum file to let the right page WidgetSwitch change the visiblity of the layers on the right page to show to correct layer.

#

Not sure, maybe.

So you actually don't need WidgetInteractionComponent at all
Not sure, maybe. Depends on how the Pen has to be created, because with the WidgetInteractionComponent it is possible to simulate a button press right?

rose current
#

Yes, but you need to somehow determine in what moment you want to actually simulate the button press and how to detect that moment.

#

So in your case I would go somewhere into that direction. Add a custom touch component to the quill pen which would cast small sphere traces in tick. Then I would process the hit results and if there is any component which implements certain interface or is of some certain class then I would call touch events on it.

#

At least with that there is no need for quill pen to "know" about the book and you could use it in other places also

spare imp
#

Yeah exactly, so if I get it correctly, for the pen itself only just add a collision sphere with a class or tag etc assigned to it. Then for the book add collision volumes where the 2D buttons are located, then add functionality to those collision volumes?

rose current
#

Yes you could do that

#

It is not that generic, but it will work

spare imp
#

Haven't seen that, I'll read it through thanks for the help!

opal kiln
#

Are there any tutorials on making custom hand tracking gestures with the new oculus blueprints?

violet musk
#

Somebody got the Hololens 2 QR code scanning to work? Followed the official microsoft docs and looked around, but I'm not getting a response from the ARTrackableNotify and there is barely any information out there.

viscid moat
#

I don't know exactly the best method for doing the pen implementation, but you could still attach a widget interaction component to the pen and use it the same way it would normally be used, but only trigger the mouse click when the collision sphere leaves the page, that way it can fire in a direction pointing toward where the pen points and always hit whatever it would normally hit with a trigger pull but instead with a collision event.

floral drift
#

Is there technical limitation that prevent streaming to hololens from packaged .exe currently ?

short laurel
#

Finally got an APK to build for quest, but launches briefly to blank screen. Last entry in log says "LogPluginManager: Error: Unable to load plugin 'ProxyLODPlugin'. Aborting.".... Thanks for any help/tips

kind cobalt
#

I can't find it

tired tree
#

@kind cobalt right click on it and view source

kind cobalt
#

that's not doing anything for some reason idk why

#

it pops up with reading c++ symbols but nothing else happens

#

nvm I think I figured it out

tired tree
#

its in HeadMountedDisplayFunctionLibrary.cpp

sonic lake
#

@short laurel not all plugins are compatible with Android. You may need to disable that one if it is not.

civic pelican
#

Hey I am currently planning an indoor navigation app and currently trying to determine if I should use unreal engine or something else. I find it hard to find any resource regarding doing anything AR related in Unreal engine compared to unity. Can someone maybe point me in the right direction, because I hate unity tbh 😬

nimble junco
#

hey guys im having trouble finding out how to use the ARKit Camera Material inside a WIdget/Material or something else that allows me to control its size

#

its default fullscreen in an ar session, but i need it only on a image inside a widget

short laurel
#

Thanks @sonic lake Switching to an Oculus Github engine build fixed the issue for me - it only seemed to happen on 4.25.4 binary Rocket from the launcher. What's weird is that ProxyLODPlugin is an Epic editor-only plugin - not sure how to disable but gonna use the Oculus engine build instead.... (I think it is part of editor mesh modeling toolset maybe?)

opal kiln
#

For the Quest 2, I am trying to run the oculus hand train sample. I am using the 4.26 preview and following the quick start guide. I have successfully built and attempted to run from within the Quest, but I immediately crash back to quest home after start.

#

It does work fine if I do a VR preview though. A bit laggy b/c I don't have a usb 3 port

blissful bear
#

UE 4.22.3 works great with Quest 1 and 2.

short laurel
#

@opal kiln Was having the same issue. One setting under Android I had to use was to put the Minimum SDK to 25:

#

Sounds crazy but this fixed it for me

tired tree
#

quest 2 is on a newer android runtime

blissful bear
#

Minimum and target set to 21 and 26 work for me using 4.22.3 for Quest 1 and 2 if that's any use to anyone. Shipping and development packaged builds work absolutely stable. Performance/quality on vr using OpenGL2 for me is great. None of that tedious mucking around with 3.1 or Vulkan. I'm waiting to probably 4.26 or 4.27 to think about upgrading.

proven epoch
#
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1a,ETC1)):   ERROR: Missing precompiled manifest for 'OnlineSubsystemSteam'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in OnlineSubsystemSteam.build.cs to override.
#

Anyone ever had this problem?

blissful bear
#

If that's for Quest you only need to package ASTC.

proven epoch
#

thanks

#

but the error is still there

blissful bear
#

Do you need to have the online subsystem Steam plugins enabled? I don't have any of that malarky enabled.

proven epoch
#

ok so ifixed that

#

and packaged

#

how do I run a build on quest

#

?

blissful bear
#

run the install batch file after connecting via usb cable. It appears in your library under unknown sources if you scroll down...

proven epoch
#

lol

#

I did a setup for this unknown sources

#

but now I dont see it

blissful bear
#

Scroll the list...

proven epoch
#

I literally have only apps, updates and wishlist

blissful bear
#

It should be there if you have developer mode enabled

blissful bear
#

Your app won't show up if Apps is set to show (All) needs to be Unknown Sources

proven epoch
#

So I have enabled dev mode

#

but I still dont see it

blissful bear
#

Did the install batch file transfer over your app successfully after enabling dev mode?

#

You need to restart the Quest 2 I think

proven epoch
#

So I installed again,restarted etc

#

still I dont see it

#

Okay after second reboot it works

#

but I cant find the library

#

lmao

blissful bear
#

See the screen shot You get that menu by pressing right Oculus button then the 3x3 square icon with blue bar.

proven epoch
#

ok but what have you clicked to get there

#

because when I click on those 9 dots

#

I get home store browser social tv

#

and the aps are just some random stuff

#

like videos or other games

#

@blissful bear

#

nvm got this

#

thanks a lot

blissful bear
#

On the list box top right, at the bottom there is unknown sources at the bottom... you have to scroll the list. The ui changes when you select this.

#

It works? Good luck brother!

proven epoch
#

well Im stuck in loading screen

#

kind of infinite

#

does quest support delay?

blissful bear
#

What version ue are you using?

proven epoch
#

4.22

blissful bear
#

Delay nodes and everything works just fine, well you know, pretty much

#

I have a level that streams in about a dozen static lit sublevels. Works without glitching or perceptible loading delays after the initial load of the persistent level. You did set the default map to your persistent level?

proven epoch
#

now

#

I just launch via project aluncher

#

Android_ASTC

#

and it stops Launching on after little time

#

seems like its crashing? idk

blissful bear
#

It is possible to get it working with 4.22, take heart and good luck.

opal kiln
#

Ok. I spent today putting together trippy looking hand shaders. This is the trippyest one I could figure out.

opal kiln
#

Also still crashes whenever I try to package.

#

Is there any way to retrieve logs from the quest?

chilly pasture
#

world position wont work in quest

#

Remove that

#

I am not sure, what is the issue, but i have one shader which always crashes in quest and it has Absolute world position.

sonic lake
opal kiln
#

Really? Wierd. Do I need to delete the material entirely or can I just not use it?
Also dannnng. Finally figured out how to keep hands visible even when tracking breaks, and turns out they super had a good reason to hide em.

trail pagoda
#

hey does anybody have experience with multi-user VR on the quest? im looking into a project where Id like 10 quests in the same room sharing an experience

sonic lake
#

@trail pagoda which level of interaction do you need between the various Quests? Is it like a shared room where everyone can interact with everyone else? Or more everyone watching the same event/experience but not interacting?

trail pagoda
#

thanks for the quick reply! well, optimal would be that everyone can interact with everyone else, but if thats not possible i would also be interested in making a shared experience where everyone watches the same thing

sonic lake
#

@trail pagoda to connect 10 systems in a smooth way you need anyway a machine acting as server or client/server. Look into the VR Expansion plugin, that will get you started. You can start by deploying a client to a Quest and connect it to the central client/server. Then add another Quest and so on.

trail pagoda
#

okay so I would have to put up a computer thats providing the private environment for the quests to be synced?

#

is it then reliable on the internet?

#

like, if the internet is not smooth then the quests will studder/lag?

trail pagoda
#

are there any tutorials out there how to do it?

sonic lake
#

@trail pagoda if this has to work over the internet you need to think about managing the lag, like using Client side prediction etc. Basically the lag should not affect the user experience / reduce the frame rate, they will just see the others move with a delay

#

This is pretty advanced topic, I don't think there is any tutorials on it.

#

Did you Google it?

trail pagoda
#

allright thanks.

#

yes, i looked for a while and thats why im here now hoping someone has some clues

sonic lake
#

@trail pagoda I think there is support for this also within the Advanced VR Framework but I never used it myself, so I cannot testify about the quality of the solution

tribal coral
#

I’ve used AVR and multi-user feature. I was able to run it with 3 computers at home. The framework supports a mix of VR and non-VR users in the same session too.

#

They have a discord where you can ask oculus or multiuser specific questions.

opal kiln
#

?Tried removing materials with the absolute world position node. Still not working

sonic lake
#

@opal kiln that is just the UE4 side of the log. The crash (if any) is probably in the AndroidRuntime

real needle
#

Is the quest 2 working good with unreal?

mighty carbon
#

same as Quest 1

quiet ether
#

hey so Im trying to make a holster for a belt function where I can attach an item with sockets in VR.
Is there a function that checks if the item is in the collision radius of the socket?

#

just the basics I cant find anything online or documentation

quiet ether
#

Am I supposed to use sockets? I dont have a SkletalMesh and I don't know where to start.

wild sable
#

Hey guys. We have been building a VR experience for PCVR and now we're looking to build for Quest too. Now, we've made android builds and mostly things are just porting over as expected, however the visuals are incredibly poor.

From what I've read, only 4 movable lights are supported and a few other tweaks are required in order to get it looking even halfway decent, but I seem to be missing out on any post processes and shadows. I've tried mobile HDR, multiple other settings. (Oddly, I'm counting 7 - 10 non-shadow casting lights in our viewport when previewing android shaders).

I still think something may have incorrect settings somewhere, but can't find it. Is there any way to boost the visuals, or increase the amount of moving lights with brute force? It's a tiny environment and I suspect the quest would be fine, I would just like to test.

Cheers!

rich canopy
#

I don’t think any post process is recommended

#

Maybe vulkan may support some

wild sable
#

Right, OK. I suspected as much, no big loss there. Do you know about shadow casters though? We have a fire in the scene and would like at least one shadow caster. Seems like it's hard-noped though.

#

Thank you by the way 😛

rich canopy
#

I think they recommend doing those blob shadows for quest haha

wild sable
#

I think they recommend doing those blob shadows for quest haha
@rich canopy Like a decal underneath then I suppose. Good thinking, that could work fine for a fire light, doesn't need to move around.

rich canopy
#

Haha yea it’s old school but it saves performance for where you really need it

real needle
#

why is 100% resolution in steam vr not 100% native resolution but lower? if you want native resolution you have to upscale it to 150% or something like that
why?

quiet ether
#

Does anyone know how to attach a collision sphere to the default mannequin hand?

#

so that it can track the hand?

short laurel
#

AttachToComponent?

quiet ether
#

I dont have that

#

I have attachComponenttocomponent

#

or actortocomponent

#

but also there isnt a bp for the hand

#

so...

#

this is what I have as of now

#

no compile errors is it correct?

visual mural
#

hey everyone! I am working on a commercial project for quest 2, i was forwarded here since there aren't many resources available for the pipeline between the new quest and UE4 in terms of benchmarking / optimization and limitations. would love to learn from whoever is familiar with that specific area any tips and advice. thanks!!

quiet ether
#

My problem doesn't seem too difficult but I think I need someone to dm me about it.

#

would this be correct?

#

if Im trying to attach an actor to my socket?

mighty carbon
#

@full junco by chance, have you tried any RTX stuff in VR ?

real needle
#

K

#

. . .

split burrow
#

Been stuck on this strange issue for a while. Quest 2, crash when travelling to a different level. I am fairly certain that both levels are being cooked, and that the problem lies elsewhere. Here's a log if it might help, starting at the triggering of the transition and ending at what I believe is the error that causes the crash

  11-10 17:38:41.164  9972 10002 D UE4     : [2020.11.10-22.38.41:164][276]LogSlate: Took 0.000309 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
  11-10 17:38:41.176  9972 10002 D UE4     : [2020.11.10-22.38.41:176][277]LogNet: Browse: /Game/GuidedTourMap
  11-10 17:38:41.189  9972 10176 D UE4     : [2020.11.10-22.38.41:189][277]LogProfilingDebugging: Allocated a 1024 x 1024 texture for HMD canvas layer
  11-10 17:38:41.206  9972 10002 D UE4     : [2020.11.10-22.38.41:206][277]LogHMD: FSplash::DoShow
  11-10 17:38:41.206  9972 10002 D UE4     : [2020.11.10-22.38.41:206][277]LogLoad: LoadMap: /Game/GuidedTourMap
  11-10 17:38:41.206  9972 10002 D UE4     : [2020.11.10-22.38.41:206][277]LogWorld: BeginTearingDown for /Game/MainMenuMap
  11-10 17:38:41.207  9972 10002 D UE4     : XYXYXY XYXYXY Clearnupworld 0x73ba3d29b0 -> 0x0
  11-10 17:38:41.208  9972 10002 D UE4     : [2020.11.10-22.38.41:208][277]LogWorld: UWorld::CleanupWorld for MainMenuMap, bSessionEnded=true, bCleanupResources=true
  11-10 17:38:41.208  9972 10002 D UE4     : [2020.11.10-22.38.41:208][277]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
  11-10 17:38:41.211  9972 10176 D UE4     : Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile [File:C:/Users/MyUserName/source/repos/UnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp] [Line: 2098]
#

I've been stuck on this for quite some time and would really appreciate any help on remediating that error on the last line

#

Should probably add that I am on the Oculus branch

jagged mesa
#

Hello,
It says that gearvr and google vr is deprecated from 4.24 . Is it the quick start tutorial deprecated or we can make mobile vr apps on 4.25?

#

i'm getting the stupid oculus app update required

reef hill
#

Are there any tutorials on "how to turn your game into a vr game" for already made games?

opal kiln
#

@split burrow
Did you specifically add those maps to the packaging array?

split burrow
#

I have tried it a bunch of ways, but I do believe that they are getting packaged now

#

Yes I double checked and they are getting packaged. Also worth noting, about 10% of the time the level transition succeeds and no crash occurs

vast thunder
#

anyone here?

#

need help!

lethal delta
#

Has anyone gotten WebVR to work with UE4? I want to port my project and I'm looking for a place to start.

sonic lake
#

@split burrow if you have MultiView enabled try with it off

opaque gorge
#

OK random idea. I don't know how this is going to work but would it be interesting to Make the grip button the shoot button

muted scarab
#

my FPS worries are over! (for now).

I struggled with FPS dropping from 90 to 45 in editor. No matter how empty the scene and while I have some complexity all in all it is simple setup in the clean scenes.
Profiling didn't help that much as editor brings lot of noise.
And the other issues is/was that cooked/launched game operated horribly. As in 2-8fps. For no apparent reason. 90fps until it switches the headset on.

Now it works. 90fps smooth as silk, no hiccups in cooked gamed. With a console command:
r.ScreenPercentage 75

muted scarab
#

Still looking for reasons why it is. going from 100 to 75 shouldn't by itself result in such freezing but I saw this elsewhere posted as recommended settings

spare imp
#

Hello! I'm wondering if someone can point me in the right direction or give advice. I want to implement gesture interaction in a vr prototype, for example if you wave your hand something happens, so like actual hand motion instead of drawing a shape with a spline (which is mostly what I could find when searching online). Does someone know about resources that explain about this concept or know where to start with blueprinting this?😁

sonic lake
#

@spare imp are you seeking to implement this from scratch or build on existing solutions?

#

Like existing plugins which implement gesture recognition

spare imp
#

Hi @sonic lake currently I'm using the VR Expansion Plugin, this plugin has spline drawing as gesture system which is nice but I would like to combine that with hand motion, so build on an existing solution indeed

stable portal
#

Hey there!
I want to set up the multiuser team editing using a VPN on google cloud. Has anyone have experience how to start to do that?

sonic lake
#

@spare imp you have few options, depending on how complicated you want to make it and how flexible you need your system to be

#

Hand waving could be defined, for example, as moving your hand side to side, within a range of X cm, with a minimum speed, for N times

#

As such you can track the hand movement, evaluate whether it respects or not the requirements for hand waving and, if yes, accept the gesture as hand waving

jagged mesa
#

Hello guys,
has anyone fixed the problem with oculus needs to be updated on gearvr ?

#

when i launch ue4 app it pops me up that screen

sonic lake
#

A more complicated and flexible solution involves a gesture learning system and a gesture recognition system. Basically you teach the system (online or offline) what hand waving is based on a sequence of positions, velocities, accelerations and every time the system sees that pattern it will label it as hand waving.

#

This approach usually involves machine learning techniques, but in it simplest form it can be achieved with spline proximity matching.

spare imp
#

Interesting, so with one of those approaches it should be possible to, hold the trigger of the controller to draw a spline shape (as gesture input for summoning a spell) and then flick the controller (in the game it will be a wand) forwards to shoot the spell?

sonic lake
#

@spare imp correct. Have a look at the Gesture Tracker VR plugin on the marketplace, this is pretty much what it does.

spare imp
#

@sonic lake Thank you, I will look into that!

iron pine
#

anyone want to make a vr game?

empty fog
#

anyone want to make a vr game?
@iron pine
I am working on a vr game

tired tree
#

@spare imp that "spline" setup is just a motion track

#

you can detect hand waving with it, but its intended for more complex gestures really since a wave can be binary detected

#

you shouln't be thinking of it as a "spline" so much as a movement over time

#

it uses DTW, a low cost fairly good fidelity ML algo

#

if you attach the gesture tracker to the actual hand and wave it and record, you should easily be able to tweak parameters and get a few samples that will work for wave detection

#

@sonic lake its a more complex and robust setup than gesture tracker

#

which is more of a iterative binary search on a list of movements

#

or at least was last I looked at it, don't think its changed

sonic lake
#

@tired tree I have to admit I have not looked into how you do that inside the VRE plugin. I am familiar with the Gesture Tracker VR because we experimented with it time ago and I still own it. It uses pattern proximity matching. Basically the system learns some patterns and when you make a gesture it evaluates how close the movement is to each one of the patterns. If one movement is close enough to a pattern, then that is the identified one. There are some settings to control how much deviation you can have and also to handle scaling (i.e. you make a pattern which is smaller or larger respect to the "template").

tired tree
#

yeah but its iterative across the samples last I knew

#

so it suffers from temporal (speed) deviation

#

which is what DTW is built for

#

i have the same settings for scaling and thresholds actually

#

there are more robust setups than DTW, but dtw is easy to implement and understand and won't take a lot of cpu

sonic lake
#

Cannot remember form the top of my head, would need to check again, but the one in the Gesture Tracker VR should be just geometric proximity. As long as a minimum speed of movement is maintained.

#

Yes it is a good compromise. Next to that there are techniques like SVM or Neural Networks.

#

A bit of an overkill for simple gestures.

tired tree
#

nueral is obviously going to out perform, but its a longer learning instead of a single sample and yeah overkill

#

dtw is pretty good at full body multi point detection too

#

just never expanded it for it since generally people want one hand at a time

sonic lake
#

I was looking up some research papers in the area, there are some available, but nothing that really made it to a full implementation afaik

spare imp
#

@tired tree Thank you for the reply! Your explanation made it a bit more clear, so with attaching a gesture tracker to the actual motion controller it should be possible? The idea is, the player can grab a wand, then hold trigger to enter "gesture drawing mode" which is kept just as it is in your plugin, but then when a gesture gets recognized a spell is summoned (the player can then also release the trigger button) and to actually cast/shoot the spell, we would like to create it so that the player has to flick the wand forwards.

Would it then be smart / possible to create 2 gesture databases; 1 for the spline gestures that are required for the actual spells & 1 for motion controller movement? And then put a gesture tracker on the motion controller to record and recognize motion gestures for the controller / wand?

Because if so, then that would be awesome, since we're also thinking of adding functionality that in the game we're working on, a 1vs1 wizard duelling game, both players have to perform a bowing gesture to start the duel.

What do you think would be the best approach?

#

Also what does DTW mean?

sonic lake
#

Dynamic Time Warping

tropic kestrel
#

Anybody had any success getting loading screen movies to work with SteamVR?

#

I see via IXRLoadingScreen you have the option to display a Movie but I can't figure out if it's oculus only or not, and I also can't figure out how you're actually meant to use it

tired tree
#

@spare imp I think you are still confusing things

#

the spline is just visualizing the path, its not needed

#

both "gestures" in that case are the same

#

movements over time

#

flicking a wand to cast i wouldn't put into a gesture detection algo, it would be overkill, i would just sample a sudden increase in angular velocity over a couple of frames and set a threshold.

#

if it was a more complex movement like shoving it forward or swirling then sure

brisk spade
#

I wonder what the GetHMDState is? How does it check, if the HMD is worn?

tired tree
#

@spare imp my discord is public now btw, if you have future questions

sturdy coral
#

@brisk spade most hmds have a proximity sensor inside (same as what turns your phone screen off when you are on a call and hold it up to your ear)

#

it either uses that, or falls back to motion data and an idleness timeout

brisk spade
#

that was my thought, i just wanted to make sure its robust

sturdy coral
#

I have a pull request that fixes some issues with it

brisk spade
#

@sturdy coral i want to create following. When in idle the application should play a looping video, when the user picks up the HMD it starts the IntroductionLevel. When the HMD is inactive it shall Reset the application back to idle

#

your github page leads to a 404

sturdy coral
#

you have to link your github account to epic

brisk spade
#

ah thanks

#

wasnt signed in

spare imp
#

@tired tree Good point, as of now, we created a simple gesture for it shooting the spell so now it works like this: hold trigger to draw the spell symbol, once recognized, hold the trackpad button and draw the "cast" gesture to shoot the magic spell, since we didn't exactly know how to shoot a spell after checking for sudden increase in velocity. It would be better if that second action could be performed without controller input but I guess we then have to figure out a way to indeed check sudden angular velocity changes or something like that, thanks for the advice. I've also joined your discord so that is nice for future questions indeed and maybe showcase or to share a demo if that is allowed

real needle
#

is it normal that i struggle blinking in hp reverb but can easily blink in rift-s? in reverg blinking is very hard cause the face mask presses so much on my head. can't make it less hard

split burrow
#

@sonic lake Disabling MultiView didn't solve the problem, unfortunately, although I do know about MultiView now.
I saw your comment as a notification pre-edit about it being fixed in 4.26 source. I would be willing to go chase that down if need be.

quiet ether
#

This is a blueprint where in collision with a sphere, the object is teleported to a prebuilt location on my character and physics are turned off

#

problem is, when I teleport

#

my item that I put in holster remains at my old location

#

any fixes?

#

This is the holsterhttps://cdn.discordapp.com/attachments/397874791182499860/776221776501932062/unknown.png

sonic lake
#

@split burrow then try switching off with MSAA. I edited my first answer after double checking and it was actually a similar error but in another part of the code, so not the same as yours.

obsidian grove
#

heeyo peeps i got this asset, called advanced vr framework purchased it yesterday and am very excited about it,, altough i got a small problem that even the developers don't know how to fix. i already partially fixed it but in the incorrect basically. i use virtual desktop, with my quest 2 and the controllers work fine with the ue4 vr template but it didnt at first in avr. then i found out they got a bp that detects controllers but because i use virtual desktop with steam vr it didnt detect it correctly so i did this: https://gyazo.com/8714663af0c2f18b45d2907af4f7a648

Instead of this which is the default: https://gyazo.com/e271ff646ba271210962fb979e084200

So right now i am forcing steamvr to use oculus vr

but of course this means that if anyone plays my game with a vive or knuckles (index) they wont be able to use those controllers :/

This is the inside of the differntiate steam controllers function https://gyazo.com/16e9f5eaba5b516f499a77ef5579df17

Anyone got any advice on what i should do? 🙂

maiden willow
#

Wouldn't you package it differently for Steam directly versus Oculus? Maybe I'm wrong or don't understand tho

obsidian grove
#

nah you see the thing is really the fact that this asset doesnt like virtual desktop from how its made @maiden willow

#

it gets confused basically

#

cuz it looks for a either link cable for quest or just cable in general for rift s or older oculus headsets but really its just running through steam

#

idk how else to explain it

#

all i know that, that one screenshot i just send fixes it

#

but of course in a wrong way

maiden willow
#

So it doesn't allow for standalone?

obsidian grove
#

you mean after packaging the game?

#

tbh i havent tried that yet

#

you want me to that with the default settings without me editing that bp?

maiden willow
#

No like just the quest running it from apk

obsidian grove
#

oh nah nah i dont do that i got virtual deskto pfor a reason ^^

#

and so do many others

#

because i am litteraly playing steamvr games completely wireless on my quest

#

through my lan network

maiden willow
#

Well just to test for a baseline. Does it work natively

obsidian grove
#

i have no clue and to be honest with you i don't even have the android packages installed i think for ue4 and wouldnt even know how to do that

#

it will probably work i would think

#

cuz it would think its a oculus instead of steam + oculus 😛

maiden willow
#

Could that be the issue for virtual desktop to work correctly with the plugin? Maybe not since you are already playing that way

obsidian grove
#

i dont understand your question

#

i got it to work 😛 i just want to make sure that i edit the bp so index and vive wil lstill work aswell

#

cuz as of now to make it work for myself i completely disabled steamvr

#

well disabled it to work with vive and index

split burrow
#

@sonic lake not to keep bothering you...
MultiView + 2x MSAA: Crash on Level change
MultiView + No MSAA: Crash on Level change
NO MultiView + 2x MSAA: Nothing appears
NO MultiView + No MSAA: Nothing appears

What is it about MultiView and MSAA that might affect this problem?

mighty carbon
#

I use multiview + MSAA on Quest with 4.25.3.

quiet ether
#

How do I attach actor to socket in vr?

viscid moat
#

Like you would in non VR. AttachToComponent and TEXT("socketname") as an argument to attach to the specified socket on the component.

sonic lake
#

@split burrow there were bugs reported also depending on the SDK/NDK level. In some cases it was also linked to the content of the level and to the fact that the project was actually migrated from a previous version.

quiet ether
#

@viscid moat I did that originally but it didnt work for some reason

sonic lake
#

Next I would try with a bare bone level

quiet ether
#

@viscid moat can I dm you if you mind?

#

nvm scratch that

#

Ill figure it out eventually

sonic lake
#

@split burrow remind me also, are you using the Oculus branch or the launcher version of 4.25?

split burrow
#

@sonic lake Running the Oculus branch for hand tracking.
I think this project has been on 4.25 of the Oculus branch the whole time

sonic lake
#

@split burrow ok. Can you still try with a barebone level and all the same settings of your original level which is crashing.

split burrow
#

@sonic lake Crashes in both directions: from near-empty level and to near-empty level

sonic lake
#

@split burrow can you share the whole device log?

split burrow
#

Yes, give me a moment

quiet swan
#

has anyone ever reparent a VR pawn and lost movement, I have reparent the pawn but I lost movement even though the controls are all in the event graph

idle osprey
#

How might I go about scaling the capsule? I have a series of progressively smaller doorways to move through. The last one I should have to significantly crouch in order to get through. I'm finding inconsistent behavior with the middle door. Sometimes I can get through it, other times, I can't. The debug capsule isn't scaling as I crouch down, so I'm not sure exactly what's colliding to stop me when I go through.

shy merlin
#

Scale capsule half height by HMD orientation Z

#

maybe do a check on a timer where once the HMD reaches a Z height less than 80% of its proper standing position, it goes to function that scales the capsule half height. should be pretty easy

quiet ether
#

hey so I know how to estroy actors and do grab events but the one thing im clueless on is putting a new item into the vrpawns hand

#

so when I grab something, how can I put a different actor in their hand?

upbeat eagle
#

@quiet ether you saying you want to grab one thing and spawn a different thing in the hand?

quiet ether
#

yes

#

basically

#

I know how I can destroy actor and what not I just need the part where it gives something diff

upbeat eagle
#

when you call grab event just call spawn actor from class

quiet ether
#

will that automatically put it in the hand?

upbeat eagle
#

yeah you pass in the location you want

#

then attach to the hand

#

you can also add a socket to the hand and pass that in

quiet ether
#

Ive always had issues with sockets

#

idid the most basic blueprint when I took a torus from blender, imported it as a skeletal mesh, put a socket in it and had a very basic blueprint

#

on rightGrab, it would attachComponentToComponent, the socket being TorusSocket

#

and it literally would attack but like the opposite side of the socket

#

Im so annoyed with them

upbeat eagle
#

that sounds backwards

#

you need the socket on the hand

#

not the object you are grabbing

quiet ether
#

no thats not what I did

#

I wanted to make a toolbelt type of thing

#

so I made a Torus in blender, basically a ring, and I imported it as a skeletal mesh and put a socket in the middle with a preview mesh of my item.

#

so I put the Torus as a child actor and attached it to my vr parent class character

#

and it still wasn't in sorts

upbeat eagle
#

Ah ok. Well without seeing the blueprint i couldnt tell you what went wrong really. But i use sockets all the time and dont really have any issues with them

quiet ether
#

can you show me an example of how you may use them please?

#

do you use them in VR?

quiet ether
#

hey @upbeat eagle

#

is there a way to attach an actor to a socket

upbeat eagle
#

yeah i use them in vr

#

one sec ill post a screen shot

#

Then add that socket name to the corresponding object

#

You could download this free project and poke around to learn about some different ways to do some things

quiet ether
#

thanks

#

but if you want an actor in the place of a socket could you do that?

#

because when I tried to preview for it I couldnt.

quiet ether
#

@upbeat eagle do you make that blueprint in the actor or...

#

where do you make it

upbeat eagle
#

well it depends

#

if you just picking it up then yes

#

if you want to spawn it then probably not

quiet ether
#

I want to pick it up, have it hit a sphere collision, and on drop, it snaps to socket

#

would that be done in the actor bp?

upbeat eagle
#

yeah

quiet ether
#

@upbeat eagle can I dm you sometime in the future? not for help but I just want to send you my bp's so you can verify their validity

#

not a whole lot

upbeat eagle
#

sure

quiet ether
#

thanks man

#

Im not gonna bug you now I just want validity

willow onyx
#

Niagara doesn't seem to work properly with Instanced Stereo Rendering. There is an issue here but it's been open for a while without any real progress. https://issues.unrealengine.com/issue/UE-78764
Has anyone been able to work around it?

Unreal Engine

Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

viscid moat
#

Lol, I’m pretty sure I submitted a bug just like that one a year ago and there is another one for the landscape flashing without instanced stereo on. I’ll have to dig back through and see if I can find that one too.

willow onyx
#

Damn, that's pretty unfortunate. It's surprising they're labelling it production ready without it being compatible with Instanced Stereo.

iron pine
#

does anyone want to make a VR game me?

sonic lake
#

@iron pine I think you were asking that before. It is difficult for anyone to answer without knowing what you have in mind and what is your level of expertise in gaming/VR. Also think of what you will be doing in the game (your role) and what do you expected from others. Will you be more on the coding side and expect someone else to do the programming? Or viceversa? Have you already made other games or is this your first one? Do you intend it as a hobby/for fun project or is it more of a commercial endeavour? There is a section called #looking-for-talent where you can post your idea/request for help and see if someone picks it up.

quiet swan
#

can someone please help, I cant see my mesh in game but in the mirror I can!

sonic lake
#

@quiet swan you mean the skeletal mesh?

#

Probably you have the flag OwnerNoSee checked

heady plaza
#

anyone here know how to lock the resolution of an iOS app

#

to stop upscaling?

pastel fern
#

Im trying to use a Vive Tracker without Vive - or any other headset that makes use the the light houses - in Unreal with LiveLink. I have the problem that OpenVR does not initialize when no headset is found from Unreals perspective.
LogHMD: Failed to initialize OpenVR with code 108 108 = no headset found
Thus SteamVR-Plugin does not initialize.
Did anybody encounter that problem and found a way around it?

pastel fern
#

Found a way. Changed the initialization of SteamVR Plugin to not define the connection as "Scene". Then openvr does not require the HMD

quiet swan
#

@limber blaze it wasnt it, something else. I cleared out the saved and intermidate folder and it fixed it

#

My VR pawn spawns a little off the ground is there some way to make it spawn on the ground some kind of code or something?

serene haven
quiet swan
#

well it was my vr offset needed to be -90

quiet ether
#

so here I have a mini bp so that when the actor overlaps a sphere, it gets attached to a component, snaps in place, and is supposed to scale in size. However, the scale doesn't give me any compiler errors but it won't scale to the child actor's size. Any reason why this may be happening?

iron pine
#

Im trying to set up a VR physics character can someone help

real needle
#

How do I setup my quest 2 with unreal?

sonic lake
#

Browse to the Unreal Engine section

#

@iron pine it may be easier to get help if you share what you tried already or where exactly you are stuck

iron pine
#

@sonic lake I have managed to make some VR physics but only for the hands im trying to get the physics to work for the character body

sonic lake
#

You need to setup a physics asset for your skeletal mesh and then link the controller and the HMD to it by having them act as forces/torques on the hands and on the head. You can use physics constraints for that. There is no fixed way to do it.

#

Another option is to use an inverse kinematic rig, for example the one included in the VRE plugin or UBIK.

#

@iron pine

iron pine
#

You need to setup a physics asset for your skeletal mesh and then link the controller and the HMD to it by having them act as forces/torques on the hands and on the head. You can use physics constraints for that. There is no fixed way to do it.
@sonic lake What I have tried is to use a ik system and then use physical animations to have the physics but the problem is that if enough force is applied (which is not a lot) to a joint it can still move out of place. Do you know any way to fix that

rotund swan
#

Hi guys, I'm making a vr shooter and had the gripping figured out, but gripped objects have started to drift in the direction the player moves while gripped. This is my gripping BP.

sonic lake
#

@iron pine you can mix physics and animations but it takes a lot of work and fine tuning to get it right. Plus there are some limitations on physics collisions with animated skeletal meshes. Ideally either you do it purely physics driven or purely kinematic/animated.

iron pine
#

@iron pine you can mix physics and animations but it takes a lot of work and fine tuning to get it right. Plus there are some limitations on physics collisions with animated skeletal meshes. Ideally either you do it purely physics driven or purely kinematic/animated.
@sonic lake Can you suggest a better way?

sonic lake
#

@iron pine start from why do you need it to be physics driven. Is it just a concept or are you after a specific interaction or game idea?

iron pine
#

@iron pine start from why do you need it to be physics driven. Is it just a concept or are you after a specific interaction or game idea?
@sonic lake So since the game will be multiplayer I want the players to be able to interact so if someone hits someone with a sword the sword won't just pass through

#

Probably you are after something like this: https://www.youtube.com/watch?v=dEl1M2UK2Is
@sonic lake And yes im after something like the video you sent me

Join the Discord ► https://discord.gg/PPX5qcq
Patreon ► https://www.patreon.com/nimsony
Twitter ► https://twitter.com/nimSony
Itch.iohttps://nimsony.itch.io/

Perfect VR is coming people... codename, ProjectTX.
I'll explain more about the new project later on.

Check out th...

▶ Play video
sonic lake
#

@iron pine Have you looked into the VR Expansion plugin? There is already a lot of that done for you, including physics hands.

iron pine
#

@iron pine Have you looked into the VR Expansion plugin? There is already a lot of that done for you, including physics hands.
@sonic lake Yes that is what im using that for the hand physics but it is only for the hands, but I need physics for the whole body

sonic lake
#

@iron pine in that case you need to ask Mordentral if he has plans for a physics driven body. On the other hand you don't need a physics driven body just for collisions/combat, that is more for interaction with the environment

iron pine
#

@iron pine in that case you need to ask Mordentral if he has plans for a physics driven body. On the other hand you don't need a physics driven body just for collisions/combat, that is more for interaction with the environment
@sonic lake Yes I know the combat part was just an example

sonic lake
#

Also in a discussion some time ago we were noting that NimSony's full body character is not really human, more anthropomorphic with loose joints, which makes it easier to drive through physics

#

Had it been human/humanoid you would probably node distortions and strange bending at the joints

iron pine
#

Also in a discussion some time ago we were noting that NimSony's full body character is not really human, more anthropomorphic with loose joints, which makes it easier to drive through physics
@sonic lake What would you suggest would be the best solution

sonic lake
#

@iron pine I don't think there is anything like a "best" solution here. You can try to implement something similar to nimSony's above and see how it feels. On the other hand using IK is the generally accepted solution and 4.26 should also come with a full body IK solver you can use.

#

It depends on how far you want to push your project and which expertise/knowledge you can build upon.

wicked oak
#

physics based bodies suck a lot

#

it adds latency to all your movements

#

and becomes quite janky

#

a good example of that is boneworks, which is kind of state of the art on physics bodies, and yet it feels absolutely horrid

#

to do physics bodies well you would need to entangle physics from rendering, and then run physics at much higher FPS ratio

iron pine
#

physics based bodies suck a lot
@wicked oak Bonworks uses physics based characters and feels great

wicked oak
#

to minimize latency and jank

#

boneworks really does not feel good. Everything lags behind you

sonic lake
#

It is one of the reasons in Alyx you just have hands

#

Even though it has an arm model driving them

#

But it may be subjective what feels or doesn't feel good

iron pine
#

It is one of the reasons in Alyx you just have hands
@sonic lake I agree that physics hands are fine but in multiplayer it doesn't work

sonic lake
#

Ok, physics in multiplayer is a challenge even out of VR. Applied to VR is a challenge^2

iron pine
#

do you mean the replication issues

sonic lake
#

Replication, collisions, client side predictions

#

And you want it to feel good at 90FPS.

#

Really challenging. Not to discourage you, but you are in for a bumpy ride.

wicked oak
#

replicated physics cant be a thing

#

its essentially impossible

#

because the physics will disagree very hard beetween players due to latency

#

and its not solvable

#

you can do physics, but interaction-less ones

#

so having physics for your player and the objects you grab, but they dont interact with the stuff from other players

#

and if objects get dropped they are simulated by server

iron pine
#

Replication, collisions, client side predictions
@sonic lake I understand it is very challenging but I really need it in my game. What do you think would be the best solution?

viscid moat
#

Replicating physics is going to be a hard, long, arduous task and you may not be able to achieve it on your own. I heard that chaos physics has some promise of this type of physics replication, but it’s still super buggy and far from being useful so I would count on faking things as best you can instead and hope that an advanced solution comes out in the future.

#

I have a “requirement” for replicated physics for destruction, but I am saving it for the absolute last feature in case they do release something useful in the engine so I am not wasting time trying to implement it myself. If something never comes out I will be using a smoke and mirrors approach to approximate everything

iron pine
#

Replicating physics is going to be a hard, long, arduous task and you may not be able to achieve it on your own. I heard that chaos physics has some promise of this type of physics replication, but it’s still super buggy and far from being useful so I would count on faking things as best you can instead and hope that an advanced solution comes out in the future.
@viscid moat Since the physics will be on the character I don't think it will be as much of an issue

viscid moat
#

Yes it may not be, but chaos is meant to replace the current physics engine completely so your character will be affected as well. It would be amazing if it somehow handled character physics replication as well, but like I said before, wishful thinking and probably no time soon.

iron pine
#

Yes it may not be, but chaos is meant to replace the current physics engine completely so your character will be affected as well. It would be amazing if it somehow handled character physics replication as well, but like I said before, wishful thinking and probably no time soon.
@viscid moat I still want to give it a try so do you have any ideas on how?

viscid moat
#

Your guess is as good as mine. If I were trying to fake character physics I would most likely use physics constraints like what was discussed before and then try to replicate the hand positions and let each client handle their own simulation. I honestly don’t even know where to start besides having a look at youtube videos or the VRE to see if you can formulate something.

sonic lake
#

@iron pine start with a simple concept, a physics driven upper body where the HMD and motion controller drive the head and the hands. See if you can get it to replicate properly.

#

Check how it works, figure out the gaps and do another iteration to get closer to what you need.

iron pine
#

@iron pine start with a simple concept, a physics driven upper body where the HMD and motion controller drive the head and the hands. See if you can get it to replicate properly.
@sonic lake I have already got that working using the VR expansion plugin

sonic lake
#

Full physics driven upper body? Nice. How does it behave?

#

I understood you only had the hands working.

iron pine
#

Full physics driven upper body? Nice. How does it behave?
@sonic lake Just the physics hands and head

#

I know it is possible in unity a lot of have managed to implement it but in ue4 I don't think anyone has managed

tired tree
#

@iron pine @sonic lake its just the physical animation component, in unity they have the pupeteer plugin which literally all of the "physics bodies" games use (except nimsony which is why his implementation is so much more janky).

#

also one of the reasons that developers like the boneworks crew can't release a public sdk likely, since it entirely relies on a third parties plugin

#

as for replicating physical full body, you don't, you replicate what drives it (head/ arms/ ect) and accept latency is going to get in the way, if you try to run deterministic then you are essentially either accepting massive latency or the player losing 1:1 control of themselves

#

as you would have to predict and rollback/correct them

#

boneworks also isn't fully simulating, body is still a character controller, they only physically drive the arms

#

unsure if they feed forces into the character controller to align to the expected hand location or if they literally constrain to a simulating body on the floor, but either method works for the whole pushing yourself back setup

quiet ether
#

hey I was wondering why this works for the transform but not the scale
the target is a child actor

hard relic
#

hi guys, any good tutorial for faking Glow for Quest/Mobile? (so with HDR off)?

sonic lake
#

@tired tree I guess that is the PuppetMaster plugin by RootMotion, isn’t it? Do you have any insights about how it works? Even if a lot of Unity adds-on do not come with any source code afaik.

real needle
#

Is there any good tutorial on how to set up IK Grabbing mechanics and physics hands

trail shale
#

God I hate unreal's input system with steam vr

#

at work at fire dept, we run on psych patient's all the time, sometimes you have to talk people about reaffirming life and everything....but if I ran on a patient who'se like, 'I can't go on, the unreal input management system combined with Steam VR's input bullshit, I just can't do it anymore" I'd be like, "Yeah, you're right, do it man"

iron pine
#

Is anyone interested in making some kind of VR MMORPG or some other VR game (if you are interested send me a message and we will discuss this further)

sly elk
#

Any other developers with games on steam not getting steamworks data this weekend? Its showing no sales, no players, etc. All data at 0

trail shale
#

seriously why is the VR input so convoluted with steam vr

#

how do I get these to update? I've made the action/axis events in Unreal inputs but they aren't being shown here

sly elk
#

Its been a while since i have mssed with it but there is a button in unreal that reloads the settings file

trail shale
#

This kills the developer.

#

oh the regenerate one

sly elk
#

Also, maybe I did it wrong but i copy pasted the data from the steam debug view of the controllers into my settings file with a text editor

trail shale
#

what's the workflow here?

#

seems like I have to do the input actions in unreal first - but what button am I pressing after I save it

#

I got it to work once

sly elk
#

open up config/SteamVRBindings

#

and then I edited the json file for the device I wanted to set up

trail shale
sly elk
#

the steam interface has an option for a developer view that show the json for the controller as it is configured

trail shale
sly elk
#

i used that to adjust a few of my existing setting- I think it was mostly setting force on the grip buttons

#

what does the json file urneal made look like?

trail shale
#

where is that at?

#

You know they will get away with it

#

I'll never get a chance to honestly slap the person who implemented these various systems and that makes me sad.

sly elk
#

Hah- I think its set up like this because legacy code and making stuff work together

#

there is some weirdness

#

json files are in config>SteamVRBindings

trail shale
#

where's the json?

#

ah tjamls

sly elk
#

That is the file unreal will package as the default control binding

trail shale
#

actually these all seem blank????

#

okay the knuckles I did something a month ago but I can't get them to update from Unreal now

#

prob source control

tired tree
#

@sonic lake much the same as the physical animation component, it likely uses constraints to try and align simulating bones with their skeletal target transform

trail shale
#

Would legit rather run into a burning building than deal with Unreal/Steam VR's input system

tired tree
#

the physical animation component works well, its just not all that featured for QOL

frigid osprey
#

I just switched to forward rendering for my VR game with MSAA anti-aliasing. The results were amazing. I highly recommend this for anyone doing VR.

mighty carbon
#

@frigid osprey for PC VR ?

frigid osprey
#

yes

#

I was shocked it was just a checkbox for changing it in setting. I swapped from TemporalAA to MSAA for anti-alias

#

the result is outstanding

#

not more blur

#

everything is much faster

#

It felt like I had stepped back to the fidelity of UDK3

#

Settings : Rendering : Forward Renderer : Forward Shading. And additionally the MSAA setting. I highly recommend that

mighty carbon
#

right, but with forward you won't be able to get a lot of dynamic lighting

frigid osprey
#

totally ok with that

#

I procedurally generate everything.

#

It is worth trying if you have blur or performance issues

mighty carbon
#

oh, you'll have plenty of performance issues with forward

frigid osprey
#

Mileage may vary I guess. For my game, everything was improved. Menu, landscape, fidelity, clarity. Nothing was lost.

mighty carbon
#

nice

frigid osprey
#

thanks. Declaring victory for today. cheers

tired tree
#

@mighty carbon he won't generally? forward is in most cases better

mighty carbon
#

what about dynamic lights @tired tree ?

trail shale
#

who do I send my work to?

#

it was steam vr input that did it

trail shale
#

why

trail shale
#

and now the VR dashbutton doesn't work??? i can't turn it off

spiral marlin
#

My VR preview started being super zoomed in (note where "TEXTURE STREAMING" is). Does anyone know why?

tired tree
#

@trail shale append _X and _Y to axial event names for steamvr, for some silly engine issue reason its required to correctly auto bind them. You can always manually bind them in the overlay though

trail shale
#

@tired tree why does the input not update?

#

i deleted this, and copied a new input file over and nothihng makes it show up

#

I shouldn't have to shut down the editor to make a change happen

tired tree
#

it loads them from configs

trail shale
#

but i deleted it

#

and copied a new one over

#

@tired tree I've recorded the crime

orchid veldt
#

@spiral marlin I think it's a steamvr thing. My work is trying to resolve something similar as well (albeit when it occurs in non-stereo/non-vr mode, rather than in the spectator view)

spiral marlin
#

thanks @orchid veldt. The r.setres 1280x720 method actually worked for me for a while, but all of the sudden it stopped being a solution. weird

brisk spade
#

hi im using to get hmd State node, but somehow it only works twice. When im in the VR field put off the HMD it says "NotWearing" after i put it on it stays on this. When leaving or entering the VR Field it seems to update the information

iron pine
#

My VR preview started being super zoomed in (note where "TEXTURE STREAMING" is). Does anyone know why?
@spiral marlin Happened to me too, I think it has something to do with steam vr you can fullscreen to improve it

#

Im having some trouble with steam vr finger curls. I'm using the vr expansion plugin and for some reason I don't have finger curls (I'm using the oculus touch controllers) I don't know why but without changing anything once the finger curls worked I think it was because the oculus app was updating so steam vr also opened but im not able to get the finger thracking to work again

tired tree
#

@iron pine you have to change the loading order of the plugins so that it runs through steamvr by default if you dont' want native oculus to run

#

i actually don't have a note of the config settings for that handy, however @sturdy coral does

sturdy coral
#

@iron pine I think it is in Engine/Config/BaseEngine.ini, search oculus or steamvr in there. It is in a section called HMDPluginPriority or something like that

trail shale
#

Can someone help me evaluate why this wouldn't detect the Steam knuckles?

opaque gorge
#

OK on my track to making a video game in VR my 1st task for this month or the entire month is to make a proper VR gun.

I followed a tutorial on how to make and fire a gun in VR but the collision is quite a bit wonky and the sucker can fire without me even holding the gun in my hands. Anybody know a fix or a Video that can help because I'm really eager to learn how to fix this

hasty heron
#

I was reading through some of the discussion on VR physics bodies from a few days ago and saw that someone mentioned VRE having full body IK support

#

for my project I don't need any of the full body physics stuff, but I'm a little confused on the best way of getting upper body IK and physics hands set up

#

right now I have UBIK working for the upper body and haven't started doing anything for hands but figured I could get something from VRE for that

#

my question is if VRE has an out of the box solution for physics hands, how complete is it?

#

I managed to find this but it sounds like it hasn't been included in the plugin yet

daring pasture
#

It is included in his example. Look for the grasping hand actor.
You'll need to rig your own left hand, as inverting scale breaks physics collisions

#

Also VRE doesn't have full body IK support, don't want people getting confused.

reef hill
#

Has anyone tried out vrf? Was hoping for some insights on it. Easy to work it?

rotund swan
#

Hey guys, I have a bit of a doubt. Is there a better practice when changing levels in VR games? Is it better to stream between sublevels or its better to just load a new map?

quiet swan
#

can someone please help, when I spawn the actor spawns where its suppose to, when I press the side grip it comes to my hand but when I press it again the actor falls to the ground and not into the socket

#

@rotund swan I think level streaming

vagrant drift
trail shale
#

Yeah, he banned me, but let the mods here worry about it, I had a meltdown and apologized for it, I've been here for 3 years @vagrant drift

vagrant drift
#

Still doesn't change you being an absolute dick to people. Its a fast path to kill your company when nobody wants to help you. Learn from that, Its was exceptionally shocking to witness all the screenshots come in of everyone you messaged and what you spammed.

trail shale
#

tip kids, don't try to develop when you are sick with covid

placid spear
#

@rotund swan stream in sublevels if the player is going to return to those sections. Load a new map of the player will never return to those sections to free up memory.

#

If*

#

It all depends on the type of game one is making. If you open a new map, I’d suggest giving the player something to do (ie cutscene, look at scoreboard or stats, etc)

#

This will make things smoother and less noticeable

trail shale
placid spear
#

Agreed 👍🏻

hasty heron
#

@daring pasture thanks for clearing that up!

#

I have to admit I'm still getting trying to wrap my head around the whole VR dev ecosystem

#

it's definitely not easy trying to figure out which plugins are recommended and how to make them all work together especially when you have barely worked with UE4

sonic lake
#

@hasty heron I recognize it is not easy to start with UE4 let alone with VR development. Beside learning the engine you also need to learn how VR support has been integrated into it and how to use. Plus VR has its own paradigms and requirements, which are different from any traditional 2D game. This poses additional challenges.

#

Currently the official VR documentation is not organized into a coherent learning track, which also doesn't help. Luckily enough there are other resources which you can count on.

#
  1. have a look at https://learn.unrealengine.com/ You will find a number of video courses on Virtual Reality development with UE4. There is a Getting Started one, another one more on ArchViz, another on developing with Oculus etc.
#
  1. once the basics are clear, you can go back to the official documentation and use it to get more details on specific aspects
#
  1. experiment with the VR template. It already covers many of the VR paradigms (teleporting, grabbing objects, etc.) It is a bit outdated but will definitely get you started.
#
  1. look on YouTube. There are many tutorials about extending the VR template or implementing new functionalities/paradigms. Some of them are rather old, but they are still applicable.
#
  1. consider using ready-made frameworks and plugins, for example the VR Expansion Plugin already implements a number of advanced functionalities and has an extensive demo project you can explore / learn from
#
  1. use (but do not abuse) the community to get help whenever you get stuck
rotund swan
#

@rotund swan stream in sublevels if the player is going to return to those sections. Load a new map of the player will never return to those sections to free up memory.
@placid spear Mmm okey. Its a roguelike/roguelite. You have a Hub and the (hopefully) procedural levels, and a death screen. My deathscreen right now is a blueprint room, but the hub is a whole new map that doesnt need to be loaded al the time.

willow trail
#

What's the most straightforward way to get the Index controller models in my VR project? I've found the .obj and .mtl files in my steamapps folder, but the .objs won't import properly (also there are different models for every movable part, I'd rather just have a static one, it's only for tutorial purposes)

sonic lake
#

@willow trail most of them are within the respective plugin content folders

#

The Index though may not be there, not sure

timber pawn
#

I am setting up to develop for Oculus Quest 2, the guide I am following says that once the Oculus VR plugin is enabled, going into the project settings there should be an Oculus VR section at the very bottom, under "Plugins",
its not there for me, would someone who is using Oculus VR confirm if it is there for them?

sonic lake
#

@timber pawn you won't see it if you use the Quest as Launch device. You will see it if you use the Quest with Link.

timber pawn
#

@sonic lake sorry not sure I follow, this is to do with it showing in the settings window, not the launch window

#

It does not appear for me, even though I do have it enabled in the plugins page

rose current
#

@timber pawn Did you restarted the editor?

timber pawn
#

Looks like you need to turn on other oculus plugins not just the main one

sonic lake
#

@timber pawn which other? Audio and Avatar?

timber pawn
#

Not sure I ended up turning them all on and restarting and then it appeared

sonic lake
#

The Project Settings for the Oculus VR plugin used to be hidden/not available whenever you were developing for Android, it is possible that the bug is now solved. I am developing on a customized engine version so it may behave differently.

#

Glad you made it work.

willow trail
#

Hmm, I'm not finding the controllers models in any of the content folder 😕

viscid moat
#

@willow trail may just be a bandaid but if you tick "Shows Device Model" on in the details of the viewport it will show the controller model for whatever controllers are being used.

willow trail
#

@viscid moat I can't find that option, do you see it on the MotionControllerPawn?

viscid moat
#

If you click on the actual motion controller itself and type "dev" in the search details

#

@willow trail

willow trail
#

@viscid moat We might have different versions, but for me only the Pawn is in world, it spawn two motion controller on init, but neither of those seem to have the option 😕

#

The model for the controllers is passed through the details panel, as well as the animation BP

viscid moat
#

I'm confused. Do you not have motion controllers on the viewport of the pawn?

willow trail
#

No

viscid moat
#

What are you using?

willow trail
#

I believe this is derived form the default VR project

#

I couldn't find it before, but I'll check again on an empty VR project

viscid moat
#

Ok, go to BP_MotionController

willow trail
#

Yeah this seems to be the same in the default VR project (on 4.25)

viscid moat
#

Then click on MotionController, then type dev and check the display device model box

willow trail
#

@viscid moat Oh right I do see the option on MotionControllerComponent

#

Trying to figure out where the model is pulled from in the code

#

I can't seem to change the boolean in realtime unfortunately (it doesn't trigger the refresh function, and neither SetShowDeviceModel nor the refresh function are BP callable), also weirdly enough the controller doesn't fully match the hand mesh 🤔

viscid moat
#

Yea it's more of a bandaid like I said to get the controller to just show at least. I don't think the hand mesh out of the box is positioned to fit the controllers

willow trail
#

Damn, I remember for sure seeing the gloves and motion controller showing (and matching) on some example or something

#

Essentially all I'm looking to do is temporarily replace the hands with a controller to show the user what button does what, I don't even need the animated version (with the moving sticks, buttons and all)

hasty heron
#

@sonic lake that's a great list of resources, thanks!

sonic lake
#

@willow trail in the view options of the content browser you can check Show Plugin Content. Then go into the SteamVR plugin or the OculusVR plugin folders which appear on the left side and you should find the models for most motion controllers.

trail shale
#

Is there a way to constrain the camera at all so I can limit it's movement - I am simulating using binoculars and literally teleporting the pawn to a new location - but I don't want them to be able to look around besides maybe up and down but it would need to drag the position, does that make sense?

willow trail
#

@sonic lake OculusVR does contain the Oculus controller, but it seems the SteamVRPlugin folder doesn't contain anything like that

trail shale
#

if you need the index ones I mean

willow trail
#

@trail shale Thanks! 😄

trail shale
#

let me know if it isn't

#

just remember that AFAIK, most systems do a mirror/reverse of the right controller to get the left mesh

willow trail
#

@trail shale Yup! It's looking good, just had to replug the textures and materials and I got a nice controller, thanks 🙂

viscid moat
#

@willow trail does it line up? Or are you doing that manually

trail shale
#

@sonic lake Do you know of anyway to constrain the VR camera so they can't look around?

#

even doing this to the pawn only does it once, and then you can freely look around

tired tree
#

@trail shale you have to keep offsetting as long as the camera is set to bLockToHmd it iwll follow the headset

willow trail
#

@viscid moat I'll try tomorrow, but if it doesn't line up I'll just do it manually. In truth I probably won't be showing the hands alongside the controller, for visual clarity

viscid moat
#

I did it manually I was just curious if that was something I didn't need to do from your end

#

I was almost positive it was manual though

junior grove
#

Anyone know approximately how much better performance you get in a packaged project vs playing from the editor if any?

trail shale
#

@trail shale you have to keep offsetting as long as the camera is set to bLockToHmd it iwll follow the headset
@tired tree What do you mean by offsetting the camera? I tried offseting and it didn't, so I need to set blockheadset to something false?

#

Is there a way to get the rotation from the HMD anyway, then I could manually block it to just the axis I want

#

X and Y so they can look up and down but they can't turn their head (it's binoculars)

#

This seems to do what I want

#

from what I can tell, set the world rotation of that camera seems to do the same thing that the Lock to HMD does, so went I'm in binocular mode, I just set this function into my tick

tired tree
#

@trail shale offsetting a scene component it is attached to to re-orient, and yeah turning off hmd lock works, but your users won't like suddenly losing an entire axis of rotation, also rotation is a blend of those so just zeroing out roll isn't going to work perfectly

#

would be better off with actual binoculars

trail shale
#

yeah it does feel wonky

#

what do you mean actual binoculars?

quiet swan
#

I am buying a used rift s today, do I need any drivers for it to work and test unreal? or will it work just by plugging it in?

sonic lake
#

@quiet swan install the Oculus software and make sure the OculusVR plugin is active in Unreal. You should see the Play in VR button becoming active.

quiet swan
#

im meeting the guy at mcdonalds and will bring my laptop

#

cool thanks

#

im the game testing part of my game so i want to see what happens when 2 vr players join

trail shale
#

@tired tree it IS wonky? what do you mean by binoculars - I notice when it teleports them and freezes the orientation, it is a bit wonky in terms of being tilted - i'll try resetting the orientation before locking in the rotation

viscid moat
#

He's probably saying you should have an object that you pick up that actually shows a zoomed in view of what it's seeing, real binoculars.

#

VR is all about immersion so that would be the most realistic way to do it

trail shale
#

I did but it's very hacky

#

basically projected a 2D render target and stuck it in front of the VR camera's eyes --- i'd love to find a better way

junior grove
#

That's what I did for scopes, rendertarget with a bumpoffset stencil mask thing to create a tube effect

#

should be able to do the same for binos I think

viscid moat
#

Yea your effect looks amazing DYJ

junior grove
#

Thanks

opaque sparrow
#

Has anyone done any research on uniformly scaling VR hands based on player height? I don't think they scale linearly, but I don't have enough participants to actually measure and create the curve.

trail shale
#

so, aside from using the wrong glass texture, this looks pretty decent - -8.74884 °

#

I've notice it's a fine spot to positions these...for some reason if I rotate the tubes slightly, it seems to "line up" more.....why would this be?

#

@tired tree

nimble edge
#

Has anyone worked with 360 Stereoscopic video in Unreal?

#

I have some 8K stereo video, but I don't know how to export it from premiere in a way that Unreal can handle unless I drop it to ~4k.

trail shale
#

Is there a way to actually visualize the eyes from the camera? this placement is a pain in the ass

nimble edge
#

Heck, I'd love to just chat about "video playback" in general.

trail shale
#

there are people in voice chat now it seems

trail shale
opaque gorge
#

I don't know if anyone is really going to see this but does anybody here use the vr expansion Plugin?

trail shale
#

MordenTrals? plugin @opaque gorge ?

opaque gorge
#

Oh my very sorry this is not where I should be posting this. The plugin is primarily just for vr it's supposed to enhance it

rich canopy
#

@opaque gorge haha he meant you should ask @tired tree he made it. Not that you should post elsewhere

timber pawn
tired tree
#

@timber pawn how old is your engine version?

timber pawn
#

latest

#

though the launcher, not built from source

tired tree
#

@timber pawn they updated the android sdk for 4.26 to support Q2

#

oculus's branch likely also is updated for it

timber pawn
#

so I need to update android sdk

#

can I use android studio to do that?

sonic lake
#

The Oculus 4.25 branch supports Quest 2

timber pawn
#

where do I get that

sonic lake
timber pawn
#

oh right.... so the entire engine I have installed is incorrect

#

great

#

Is there no binary for that?

sonic lake
#

No, you need to build it from their repository

blissful bear
#

Quest 2 also works with launcher version 4.22 if you want OpenGLES 2.

junior grove
#

Unless I'm blind this is exactly the same as in your tutorial @sonic lake Yet it moves my player around. Can you see where I've messed up?

sonic lake
#

@junior grove looks about right. What does your Pawn look like? And which HMD are you testing it on?

junior grove
#

HTC Vive

#

Couldn't test roomscale before so didn't know my snap turning was all wonky until now

sonic lake
#

The capsule is parented to the camera but not the skeletal mesh. Is there any offset?

junior grove
#

Camera is at zero zero zero by default

sonic lake
#

I believe the effect you are getting about your character moving is due to the skeletal mesh being parented to the VROrigin

#

It should be parented to the camera if you want it to move with you in room scale

opaque gorge
#

@tired tree
Hello Good sir whenever you get the chance I would like to ask you a few questions about your plugin.

junior grove
#

I'm not worried about the skelmesh moving , the camera itself is getting moved about when trying to snapturn

eager pine
#

Anyone tried live link XR yet?

tired tree
#

@opaque gorge pm me with any questions

junior grove
#

Unticking "Use controller Rotation Yaw" fixed it @sonic lake

sonic lake
#

@junior grove good, I hadn't thought about it being checked

junior grove
#

Weird how that made it translate rather than just breaking rotation

#

Thanks for the help, and the tutorial

sonic lake
#

@junior grove you are welcome 👍

trail shale
#

Is using a 3D widget to label controls, that's not a terrible way is it?

viscid moat
#

How else would you put labels into the physical world? I don’t honestly know of another way so this seems correct to me.

sonic lake
#

@trail shale how about a Text Renderer component?

trail shale
#

will that face the camera like a sprite?

#

actually Marco I could really use help fixing someone's teleport locomotion - they haven't updated to the Index but I can't wait for them so I"m trying to fix it

#

basically I can't nail down the pattern from where this teleport mesh is pointing and where I end up facing, standby for video cap

#

I'm going to the blueprint now

#

this seems to be it

sonic lake
#

@trail shale they will not face the camera automatically but nor does a 3D widget. It is pretty easy to make a blueprint to have them face the player.

trail shale
#

if I make it a child of the controller, it should keep it's rotation consistent, that's good enough for me

#

what's weird is the teleport mesh seems to be working in terms of moving with the direction I indicate on the thumbstick

#

well that function i sent you isn't activated when I teleported...hmm

#

not sure what changed in the code between index and vive - they were using the track pad of the vive and using rotation on that - what confuses me is the mesh is still rotating correctly, i can make it point where I want it to

quiet swan
#

i just bought a used rift s but it has a display port connection but I use a HDMI cable on laptop. tried and adapter and it doesnt work! How do rift users use this on a brand new gaming laptop?

#

my laptop is basically new

#

I dont undersand why they didnt use a HDMI connection

trail shale
#

I think it is ultimately bandwidth

#

Dport is just newer by a good 10 years

#

there might be a specialized adapter for it?

#

well this sucks - HDMI Connection with third party adapter: Currently, there are no known adapters that will work from HDMI → DP. If this changes, we’ll update this article to include any supported adapters. Until then, we don't recommend trying to use Rift S with any PC or laptop that does not have a DisplayPort port or Mini DisplayPort port. https://support.oculus.com/703013856799593/?locale=en_US

#

how "basically new" is your laptop

#

I'd return it any case, you want both hdmi and display port if you can swing it

#

@sonic lake any ideas on what I posted?

sonic lake
#

@trail shale sorry afk

#

Will read later

quiet swan
#

I cant use a rift s on a laptop with a hdmi ?

trail shale
#

didn't you read what I wrote @quiet swan

neon dawn
#

Has anyone been able to connect the oculus Quest 2 for development with Unreal Engine? I am just starting VR development and I am having difficulty with getting started

quiet swan
#

my laptop has a mini display port will that work

trail shale
#

i think so

quiet swan
#

ah ok

trail shale
#

read the link I sent you

#

it's from oculus, I think it even should come with an adapter

#

maybe since you got it used, they didn't include that

quiet swan
#

yeah I did but Im just so mad, think about who in the world would put this connection on a brand new device

#

its something apple would do

trail shale
#

I get your pain, it happened to me a few years ago with an oculus DK2 - that older development device WORKED on my gaming laptop, I bought a rift and it didn't

quiet swan
#

i guess its not so bad if it works with the mini display

trail shale
#

that's the spirit

quiet swan
#

yeah reminds me of apple I heard oculus was going to have no more wired headsets, only wireless.... hopefully they give the option to charge and play at the same time

cosmic shoal
#

You can charge and play at the same time.

reef hill
#

anyone know of a tutorial to make in vr:
Full-Body Mesh IK
How to punch enemies and have them react to being hit from directions

quiet swan
#

@cosmic shoal so you still need a good video card? or does it do everything in the headset

cosmic shoal
#

you don't even need a PC

quiet swan
#

really? so for the quest 2 you dont need a PC? hmm going to try to find a used one on letgo

#

I mean, offerup

trail shale
#

Trying to figure out why I'm not facing the right direction when I teleport @tired tree here's the rotation from the thing that controls the teleport
WROT - World Rotation of the actual teleport mesh that points to out

shadow radish
#

@trail shale I was running into something similar last week

#

double check where you are facing relative to your sensors

trail shale
#

this was using a thumbpad from the Vive - to the thumbstick input from the Valve Index - it's not the same but I'm not sure how (don't have a Vive still to measure trackpad input)

shadow radish
#

the teleport might be adding your HMD position relative to your front sensors in addition to everything else

trail shale
#

My sensors are tracking fine, I did a bunch of other VR experiences to test and tracking is dead on

#

what front "sensors?"

shadow radish
#

so I mean like if you set up your calibration of your headset (for oculus or vive or whatever), you define a front facing direction

#

usually where your monitor would be, but it's wherever you choose

#

so if you are looking left in the physical world compared to that front direction, at the moment you teleport, it might add that rotation on top of where you expected its rotation to exit

trail shale
#

Well, whatever is happne, I have this arrow mesh on the ground

shadow radish
#

but can you elaborate what you are having happen vs what you were expecting to happen?

trail shale
#

where that is pointing, I want to be facing

#

it always worked before but since implementing the index, it doesn't