#virtual-reality
1 messages · Page 231 of 1
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
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
ok, now I did a standalone test with r.RenderPercentage 10
the fps is 90.
so it is... GPU bound after all. Blaah.
ohh maybe stat unit is actually working differently when in VR..
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
then you could try different show commands to see what is making the most impact on the gpu
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
coo, thanks
it works as a toggle btw
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
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?
on vrpreview?
If you mean play in editor with vrpreview, then yes
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?
on average there are 2 widget components
The main elements are for book pages, so for the left and right page a widget component
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.
Not really I think, I'll make some screenshots for you though just to be sure, one moment please
This is the left page
This is the right page
Do you think that are too many widgets? Nothing gets changed on tick though
It's not that big to be honest. So when you hide the book your slate is like 10x faster?
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
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
@muted scarab happy to help, glad it was at least somewhat useful
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....)
@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
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
Describes the Performance Heads-Up Display (HUD) functionality of the Oculus Debug Tool (ODT).
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.
[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.
@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
@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.
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.
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.
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?
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
who of you likes deferred games in vr
@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.
I was thinking about draw performance: what's preventing Unreal from having two draw threads in VR? It's already doing things twice!
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)
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?
Any way to pass launch options like you would in Steam with the normal .exe without making shortcuts?
@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.
@carmine viper thanks for the explanations above. Will look into it.
Anyone know if the FreeD protocol is implemented in Unreal Engine?
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?
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
@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
An example of something that looks exactly the same as a physics object, that doesn't break like one 😄
https://cdn.discordapp.com/attachments/351837037613023234/702643550155964426/Tactile_Button_01.gif
@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
@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
@limber flame yes I meant which headset
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.
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
@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?
it appears abd divices is an unknown command
Check the environment variables, especially path. It probably still points to the previous installation.
wait, oculus link is currnetly active
If that is the case you should be able to VR Preview in the editor but not Launch
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)
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
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
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
Looking for a an Unreal VR Programmer, I'm a 3D artist hoping to work on a cool VR project, I specialize in horror monsters and sci-fi environments:
https://www.artstation.com/artwork/28O4BB
Created to practice the monster creation workflow.
Audio in the video created by the wonderful Gaël Tui Perrin:
https://soundcloud.com/aphoticfantasia/
https://gaelperrin.com/
https://twitter.com/GaelTPerrin
Damn that's good. This is what I'll be thinking of when I walk through tick infested woods in Canada
Me again with my cursed performance in cooked build (or other standalone versions). I did remove bloom and flares etc. so now the VR preview perf is rock solid with Oculus showing 50% to spare.
But the standalone is messed up.
Also some gameplay functions, for example shooting the weapon causes hiccups on the standalone but nothing on the VR-Preview (PIE)
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
anybody have any idea why force no compute would consistently give better performance than baked in vr?
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?
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.
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?
@plucky current For me it also always looks like that. I believe it is because of some profiling limitations
https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/Profiling/Considerations/index.html
This is how I usually counter that.
Things to keep in mind when interpreting the data from profiling tools.
@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.
Does anyone know how I can go about getting a UMG to display on the spectator screen a-la Robo Recall?
i enter vr preview mode and fps goes heavily down. what is going on
im new to vr and i use a hp reverb
@real needle you mean in comparison with a standard play in editor?
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
That's super weird. Never had that one. And yes the FPS will drop to whatever your HMD can handle
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>
@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
ya but it goes from 170 fps to 20 or so
@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
@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
🤦 I knew that was there, but I forgot that "all" doesn't include unknown sources.
Thank you very much!
You are welcome
:<
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
wait.. unknown sources is back? I thought it got removed?
no, it's always been there
Maybe it was just gone on Quest 2 beta builds..?
I definitely couldn't find it back before the launch
I believe they removed unknown sources only in Quest 2
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...
$29.99
762
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@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?
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.
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.
@hoary latch are you or anybody else running ue4 in deferred mode andit works? with game assets, gi etc
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.
forward renderer you know?
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
Lol at least I have a template 🙂
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)
https://forums.unrealengine.com/development-discussion/vr-ar-development/89988-using-the-mouse-in-vr
All things Virtual and Augmented reality. Development resources, news, tutorials, and discussion inside.
Hello,
I have been getting an issue when utilizing the mouse in a packaged version of a VR experience using both the Oculus CV1 and Vive headsets. In
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
It seems that the BP node "Is Head Mounted Display Enabled" does not work in a packaged game?
@short laurel Idk about blueprints, but the related function in code does work for me (C++)
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)
hm I don't launch it with any command lines - I just have it auto start in vr in the DefaultGame.ini file
hmmm thats how i thought it should work
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
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
Looking for a dev who wants to work on shopify + unreal engine project creating VR ecommerce shops
Finally managed to get the Oculus Hand Tracking Train sample working.
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
To develop with oculus quest 2 need some special dev kit or something ?
@slender pulsar oh nice you vr too. which
which what ?
which vr you represent as an individual
not sure what you mean tbh
@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
There are quite a few steps and the Oculus documentation explains quite a bit, if not all of it.
https://developer.oculus.com/?locale=en_US
Ty 👌
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?
@karmic star Did you ever find a way to use your Quest 2 in VR-preview in ue4?
does anyone know how to fix weird shader glitches in unreal vr? I also see ghosts around cc3 characters
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.
@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
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"
@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
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
Do I need to get read of these VR settings though -
?
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
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...
I hate steam vr
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...
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?😁
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.
@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
@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?
I can show kinda what I do but I am a newbie so take it with grain of salt.
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😂
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)
@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?
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?
You should use WidgetInteractionComponent and simulate key presses so various mouse events will just work out of the box
All right and then in the Bp of the pen I guess?
In whatever blueprint you are using for interaction with widgets
If it is a pen for you then yes
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
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
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
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?
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.
So you actually don't need WidgetInteractionComponent at all
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?
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
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?
Yes you could do that
It is not that generic, but it will work
I don't know if you already seen that, but it might be helpful
https://docs.unrealengine.com/en-US/Engine/Physics/Collision/Overview/index.html
An overview of how Collision and Collision Responses operate in Unreal Engine 4.
Haven't seen that, I'll read it through thanks for the help!
Are there any tutorials on making custom hand tracking gestures with the new oculus blueprints?
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.
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.
HI guys, does anyone knows why the "HoloLensViewer" template does not streams from a package .exe as the doc specify ? https://docs.unrealengine.com/en-US/Resources/Templates/HoloLensViewer/index.html
Describes how to get started with the HoloLens Viewer Template.
Is there technical limitation that prevent streaming to hololens from packaged .exe currently ?
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 right click on it and view source
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
its in HeadMountedDisplayFunctionLibrary.cpp
@short laurel not all plugins are compatible with Android. You may need to disable that one if it is not.
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 😬
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
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?)
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
UE 4.22.3 works great with Quest 1 and 2.
@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
quest 2 is on a newer android runtime
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.
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?
If that's for Quest you only need to package ASTC.
Do you need to have the online subsystem Steam plugins enabled? I don't have any of that malarky enabled.
run the install batch file after connecting via usb cable. It appears in your library under unknown sources if you scroll down...
Scroll the list...
I literally have only apps, updates and wishlist
Your app won't show up if Apps is set to show (All) needs to be Unknown Sources
Did the install batch file transfer over your app successfully after enabling dev mode?
You need to restart the Quest 2 I think
So I installed again,restarted etc
still I dont see it
Okay after second reboot it works
but I cant find the library
lmao
See the screen shot You get that menu by pressing right Oculus button then the 3x3 square icon with blue bar.
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
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!
What version ue are you using?
4.22
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?
now
I just launch via project aluncher
Android_ASTC
and it stops Launching on after little time
seems like its crashing? idk
It is possible to get it working with 4.22, take heart and good luck.
Ok. I spent today putting together trippy looking hand shaders. This is the trippyest one I could figure out.
Also still crashes whenever I try to package.
Is there any way to retrieve logs from the quest?
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.
Provides basic information on how to use the logcat logging utility with Oculus Quest and Oculus Go.
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.
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
@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?
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
@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.
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?
are there any tutorials out there how to do it?
@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?
allright thanks.
yes, i looked for a while and thats why im here now hoping someone has some clues
@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
This Episode covers the basics of testing multiplayer with Unreal and AVRF 3.0.
If you have any questions or need help, join our lovely Discord community:
https://discord.gg/8yA7rmN
You can get the framework here:
https://www.unrealengine.com/marketplace/en-US/product/advanc...
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.
?Tried removing materials with the absolute world position node. Still not working
@opal kiln that is just the UE4 side of the log. The crash (if any) is probably in the AndroidRuntime
Is the quest 2 working good with unreal?
same as Quest 1
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
Am I supposed to use sockets? I dont have a SkletalMesh and I don't know where to start.
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!
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 😛
I think they recommend doing those blob shadows for quest haha
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.
Haha yea it’s old school but it saves performance for where you really need it
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?
Does anyone know how to attach a collision sphere to the default mannequin hand?
so that it can track the hand?
AttachToComponent?
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?
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!!
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?
@full junco by chance, have you tried any RTX stuff in VR ?
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
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
Are there any tutorials on "how to turn your game into a vr game" for already made games?
@split burrow
Did you specifically add those maps to the packaging array?
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
Has anyone gotten WebVR to work with UE4? I want to port my project and I'm looking for a place to start.
@split burrow if you have MultiView enabled try with it off
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
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
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
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?😁
@spare imp are you seeking to implement this from scratch or build on existing solutions?
Like existing plugins which implement gesture recognition
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
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?
@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
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
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.
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?
@spare imp correct. Have a look at the Gesture Tracker VR plugin on the marketplace, this is pretty much what it does.
@sonic lake Thank you, I will look into that!
anyone want to make a vr game?
anyone want to make a vr game?
@iron pine
I am working on a vr game
@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
@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").
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
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.
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
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
@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?
Dynamic Time Warping
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
@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
I wonder what the GetHMDState is? How does it check, if the HMD is worn?
@spare imp my discord is public now btw, if you have future questions
@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
that was my thought, i just wanted to make sure its robust
@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
you have to link your github account to epic
@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
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
@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.
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
@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.
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? 🙂
Wouldn't you package it differently for Steam directly versus Oculus? Maybe I'm wrong or don't understand tho
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
So it doesn't allow for standalone?
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?
No like just the quest running it from apk
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
Well just to test for a baseline. Does it work natively
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 😛
Could that be the issue for virtual desktop to work correctly with the plugin? Maybe not since you are already playing that way
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
@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?
I use multiview + MSAA on Quest with 4.25.3.
How do I attach actor to socket in vr?
Like you would in non VR. AttachToComponent and TEXT("socketname") as an argument to attach to the specified socket on the component.
@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.
@viscid moat I did that originally but it didnt work for some reason
Next I would try with a bare bone level
@viscid moat can I dm you if you mind?
nvm scratch that
Ill figure it out eventually
@split burrow remind me also, are you using the Oculus branch or the launcher version of 4.25?
@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
@split burrow ok. Can you still try with a barebone level and all the same settings of your original level which is crashing.
@sonic lake Crashes in both directions: from near-empty level and to near-empty level
@split burrow can you share the whole device log?
Yes, give me a moment
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
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.
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
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?
@quiet ether you saying you want to grab one thing and spawn a different thing in the hand?
yes
basically
I know how I can destroy actor and what not I just need the part where it gives something diff
when you call grab event just call spawn actor from class
will that automatically put it in the hand?
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
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
that sounds backwards
you need the socket on the hand
not the object you are grabbing
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
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
yeah i use them in vr
one sec ill post a screen shot
Set up sockets for hat you want to hold like this
Then add that socket name to the corresponding object
and pass it in like this
You could download this free project and poke around to learn about some different ways to do some things
Works with Vive, not sure if this will work with Oculus as have not tested yet, someone let me know if it works :)
A Fully featured VR weapons demo with:
Two
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.
well it depends
if you just picking it up then yes
if you want to spawn it then probably not
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?
yeah
@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
sure
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?
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.
Damn, that's pretty unfortunate. It's surprising they're labelling it production ready without it being compatible with Instanced Stereo.
does anyone want to make a VR game me?
@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.
can someone please help, I cant see my mesh in game but in the mirror I can!
@quiet swan you mean the skeletal mesh?
Probably you have the flag OwnerNoSee checked
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?
Found a way. Changed the initialization of SteamVR Plugin to not define the connection as "Scene". Then openvr does not require the HMD
@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?
Does anyone know whats the default value if I dont use this node?
https://docs.unrealengine.com/en-US/BlueprintAPI/Input/HeadMountedDisplay/SetTrackingOrigin/index.html
Set Tracking Origin
well it was my vr offset needed to be -90
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?
Im trying to set up a VR physics character can someone help
How do I setup my quest 2 with unreal?
@real needle there is a step by step guide on developer.oculus.com
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
@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
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
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
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.
@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 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?
@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?
Probably you are after something like this: https://www.youtube.com/watch?v=dEl1M2UK2Is
Join the Discord ► https://discord.gg/PPX5qcq
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Perfect VR is coming people... codename, ProjectTX.
I'll explain more about the new project later on.
Check out th...
@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
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Twitter ► https://twitter.com/nimSony
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Perfect VR is coming people... codename, ProjectTX.
I'll explain more about the new project later on.
Check out th...
@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 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
@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 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
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
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
@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.
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
physics based bodies suck a lot
@wicked oak Bonworks uses physics based characters and feels great
to minimize latency and jank
boneworks really does not feel good. Everything lags behind you
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
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
Ok, physics in multiplayer is a challenge even out of VR. Applied to VR is a challenge^2
do you mean the replication issues
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.
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
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?
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
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
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.
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?
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.
@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 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
Full physics driven upper body? Nice. How does it behave?
I understood you only had the hands working.
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
@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
the physical animation component i essentially the same, but without some of the nice shortcuts and not as comprehensive https://docs.unrealengine.com/en-US/Engine/Physics/PhysicsAssetEditor/HowTo/CreatePhysicalAnimationProfile/index.html
This how-to will show you how to create a Physical Animation Profile using the Physics Asset Tool.
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
hey I was wondering why this works for the transform but not the scale
the target is a child actor
hi guys, any good tutorial for faking Glow for Quest/Mobile? (so with HDR off)?
@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.
Is there any good tutorial on how to set up IK Grabbing mechanics and physics hands
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"
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)
Any other developers with games on steam not getting steamworks data this weekend? Its showing no sales, no players, etc. All data at 0
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
Its been a while since i have mssed with it but there is a button in unreal that reloads the settings file
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
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
open up config/SteamVRBindings
and then I edited the json file for the device I wanted to set up
the steam interface has an option for a developer view that show the json for the controller as it is configured
never appears here
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?
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.
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
That is the file unreal will package as the default control binding
the backup is being edited but not the main one????
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
which does which hear @sly elk ?
@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
Would legit rather run into a burning building than deal with Unreal/Steam VR's input system
the physical animation component works well, its just not all that featured for QOL
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.
@frigid osprey for PC VR ?
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
right, but with forward you won't be able to get a lot of dynamic lighting
totally ok with that
I procedurally generate everything.
It is worth trying if you have blur or performance issues
oh, you'll have plenty of performance issues with forward
Mileage may vary I guess. For my game, everything was improved. Menu, landscape, fidelity, clarity. Nothing was lost.
nice
thanks. Declaring victory for today. cheers
@mighty carbon he won't generally? forward is in most cases better
what about dynamic lights @tired tree ?
and now the VR dashbutton doesn't work??? i can't turn it off
My VR preview started being super zoomed in (note where "TEXTURE STREAMING" is). Does anyone know why?
@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
@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
it loads them from configs
but i deleted it
and copied a new one over
Why doesn't this work?
@tired tree I've recorded the crime
@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)
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
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
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
@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
@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
Can someone help me evaluate why this wouldn't detect the Steam knuckles?
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
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
Playing with some welded body jointed hands while waiting for monday
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.
Has anyone tried out vrf? Was hoping for some insights on it. Easy to work it?
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?
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
Don't help @trail shale dude is a real dick to developers.
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
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.
tip kids, don't try to develop when you are sick with covid
@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
https://youtu.be/GkDg9GPpzXE this one
Announce Post: https://forums.unrealengine.com/showthread.php?141784
Alan Willard is back to talk about the different techniques that you can use to handle loading levels seamlessly in your game! Alan will be covering all the bases, from basic cut-to-black to conditional load...
Agreed 👍🏻
@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
@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.
- 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.
- once the basics are clear, you can go back to the official documentation and use it to get more details on specific aspects
- 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.
- 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.
- 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
- use (but do not abuse) the community to get help whenever you get stuck
bonus. if you prefer to read, there are a number of books which have been published. For example: https://www.amazon.com/Unreal-Engine-VR-Cookbook-Developing/dp/0134649176/ref=sr_1_2?dchild=1&keywords=vr+unreal+engine&qid=1605600444&sr=8-2
@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.
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)
@willow trail most of them are within the respective plugin content folders
The Index though may not be there, not sure
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?
@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.
@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
@timber pawn Did you restarted the editor?
Looks like you need to turn on other oculus plugins not just the main one
@timber pawn which other? Audio and Avatar?
Not sure I ended up turning them all on and restarting and then it appeared
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.
Hmm, I'm not finding the controllers models in any of the content folder 😕
@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.
@viscid moat I can't find that option, do you see it on the MotionControllerPawn?
If you click on the actual motion controller itself and type "dev" in the search details
@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
I'm confused. Do you not have motion controllers on the viewport of the pawn?
No
What are you using?
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
Ok, go to BP_MotionController
Yeah this seems to be the same in the default VR project (on 4.25)
Then click on MotionController, then type dev and check the display device model box
@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 🤔
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
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)
@sonic lake that's a great list of resources, thanks!
@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.
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?
@sonic lake OculusVR does contain the Oculus controller, but it seems the SteamVRPlugin folder doesn't contain anything like that
@trail shale Thanks! 😄
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
@trail shale Yup! It's looking good, just had to replug the textures and materials and I got a nice controller, thanks 🙂
@willow trail does it line up? Or are you doing that manually
@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
@trail shale you have to keep offsetting as long as the camera is set to bLockToHmd it iwll follow the headset
@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
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
Anyone know approximately how much better performance you get in a packaged project vs playing from the editor if any?
@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
@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
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?
@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.
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
@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
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
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
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
Yea your effect looks amazing DYJ
Thanks
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.
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
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.
Is there a way to actually visualize the eyes from the camera? this placement is a pain in the ass
Heck, I'd love to just chat about "video playback" in general.
there are people in voice chat now it seems
is this still necessary if steam vr is managing things?
I don't know if anyone is really going to see this but does anybody here use the vr expansion Plugin?
MordenTrals? plugin @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
@opaque gorge haha he meant you should ask @tired tree he made it. Not that you should post elsewhere
Hi at https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ it shows a dropdown for Oculus Quest 2, on my instalation there is only Oculus Quest, or Oculus Go
Describes a quick start for Oculus Quest development in Unreal.
@timber pawn how old is your engine version?
@timber pawn they updated the android sdk for 4.26 to support Q2
oculus's branch likely also is updated for it
The Oculus 4.25 branch supports Quest 2
where do I get that
oh right.... so the entire engine I have installed is incorrect
great
Is there no binary for that?
No, you need to build it from their repository
Quest 2 also works with launcher version 4.22 if you want OpenGLES 2.
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?
@junior grove looks about right. What does your Pawn look like? And which HMD are you testing it on?
HTC Vive
Pawn is the same as the template with some extra stuff on it
Couldn't test roomscale before so didn't know my snap turning was all wonky until now
The capsule is parented to the camera but not the skeletal mesh. Is there any offset?
Camera is at zero zero zero by default
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
@tired tree
Hello Good sir whenever you get the chance I would like to ask you a few questions about your plugin.
I'm not worried about the skelmesh moving , the camera itself is getting moved about when trying to snapturn
Anyone tried live link XR yet?
@opaque gorge pm me with any questions
Unticking "Use controller Rotation Yaw" fixed it @sonic lake
@junior grove good, I hadn't thought about it being checked
Weird how that made it translate rather than just breaking rotation
Thanks for the help, and the tutorial
@junior grove you are welcome 👍
Is using a 3D widget to label controls, that's not a terrible way is it?
How else would you put labels into the physical world? I don’t honestly know of another way so this seems correct to me.
@trail shale how about a Text Renderer component?
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
it's hard to tell...
this seems to be it
@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.
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
the thumbstick rotation
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
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
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?
didn't you read what I wrote @quiet swan
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
my laptop has a mini display port will that work
i think so
ah ok
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
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
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
i guess its not so bad if it works with the mini display
that's the spirit
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
You can charge and play at the same time.
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
@cosmic shoal so you still need a good video card? or does it do everything in the headset
you don't even need a PC
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
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
where the thumbstick rotation that controls the mesh come in
Get Teleport Destination
Actual teleport destination
@trail shale I was running into something similar last week
double check where you are facing relative to your sensors
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)
the teleport might be adding your HMD position relative to your front sensors in addition to everything else
My sensors are tracking fine, I did a bunch of other VR experiences to test and tracking is dead on
what front "sensors?"
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
Well, whatever is happne, I have this arrow mesh on the ground
but can you elaborate what you are having happen vs what you were expecting to happen?