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runebergvrplugin's Issues

Menu for VR

Hi there Rune,

Already said it to you in a previous mail, great work, thanks for making VR easier to use :) !
(studying Unreal and blueprints quite hard these months, but still pretty new with some mechanisms, so pardon me if some issues may be unclear or due to my lack of knowledge.)

I'm trying to build just a classic pause menu for VR, using UMG tools in Unreal. I searched for tutorials, but found nothing that helped me clearly...I managed to build a UMG menu I displayed permanently on screen, and that is motion-controller-clickable, so that's quite good.
Problem is I want to display this menu just in front of the player, whenever he pushes a button (and if that's possible, putting a low opacity color to hide what's on screen). I can't find a way to display it right in front of where the player first pushed and where he was looking at...I tried to get the world location and rotation of the camera, but still didn't change a thing, the menu keeps displaying at the same place and rotation no matter what.
Another issue I had is how to display the UMG menu (currently a blueprint containing a Widget) in front of the world geometry...as the world remains active when I try to display the menu, some parts of the world (objects, walls, etc) can hide the menu too...
Hope my questions were clear enough :/

Any ideas, suggestions, or links to tutorials are welcome, thanks :)

Weird grip behavior

So i'm very new at Unreal blueprinting so this might be something stupid i'm doing but, well when I try to use the shoulder button to trigger change in visibility of a component, for whatever reason, the grip button, which is usually assigned to movement, stops working. All other inputs continue to work fine, but the grip button seems to fail, sometimes if i disable other inputs it starts working again, i'm really confused...

Throttle and Point Direction on Opposite Hands

Hello, first of all thanks for the plugin! It's wonderful!! I was playing around with it and I can't seem to make it so that the throttle and the direction selection are on the same hand. Currently I throttle with the left and aim with the right, which is confusing and also makes it so I can't really use the right hand.

Similarly, is there any way to make it so the movement speed/forward direction is dependent on the players finger position relative to the middle of the trackpad? (Trying to replicate the motion system from Onward, essentially.)

Thanks again!!

Compile on 4.24 - 4.25

Hey There,
have you got any info about compiling on the new versions of the UE Engine?

Great work!

Hello!
Great work on the plugin!! got it running in minutes.
One question though...
Is it possible to change the way the grabbing of objects works?
Right now when i grab an object it somehow "snaps" into the vivemesh pivot location, and i wonder if its possible to make the grabbed object to attach where i pointed with the controller?
Example: if i grab a chair by the leg i would lift it holding the leg.

Thanx in advance!
Juan

Wrong location at BeginPlay when using a Rift

In ARunebergVR_Pawn::BeginPlay() you do the following (when using a Rift):
this->SetActorLocation(FVector(0.f, 0.f, this->GetActorLocation().Z + 150.f));
That way, your PlayerStart settings get ignored and you always start at (0, 0, Z+150).

Something along the lines of
this->SetActorLocation(this->GetActorLocation() + FVector(0.0f, 0.0f, 150.0f));
should fix that. I think, all you wanted to do there, is an offset, right?

VR Pawn Gravity

I'm having some issues using the gravity feature built into the VRPawn.

I tried getting it to work in the latest demo project and followed your latest gravity tutorial.

Steps to Reproduce

  1. Create a blueprint inheriting from Runeberg VR Pawn
  2. Go to the Enable Gravity property under the VR category. Enable.
  3. Set CapsuleCollision's Collision Presets under the Collision category to Pawn.

Am I missing something?

Packaging with plugin

Hi,

I'm trying to package a project but keep getting errors. I'm trying to find the cause but haven't found it yet.
Can someone shed some light on this or point me in the right direction?

I will post the erros next writeup

Cheers,

Folkert

Couldn't compile

HI
i have a problem with this .After generated file with Visual Studio2015,and rebuild ,It apear this message "Could not be compiled. try rebuilding from source manually"

could you tell me how to fix this problem?

destructible object idtype

hello!
great work as usual with the latest update!
another question:

if i want to pickup a destructible object, am i wrong to assume that i can do the same way as with the physical object to be able to grag them but add another grab function but set the object type id for destructibles so i can grab them but when released the fall appart in chunks? in that case, which id corresponds for the destructibles?

Subclassing RunebergVR-Pawn leads to compile errors

When I create a new C++ Class in the UE4 Editor and select the RunebergVR_Pawn as parent, the Editor (and Visual Studio) fails to compile.

Tried this via installed Plugin as well as just copying the Plugins-directory to my project.

I'am using Master of the plugin and UE4 4.16.1

Here are the resulting compile errors (I removed the base-path from the log):

CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(35) : error C2143: syntax error: missing ';' before ''
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(35) : error C2238: unexpected token(s) preceding ';'
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(43) : error C2143: syntax error: missing ';' before '
'
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(43) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(43) : error C2238: unexpected token(s) preceding ';'
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(35) : error C2143: syntax error: missing ';' before ''
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(35) : error C2238: unexpected token(s) preceding ';'
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(43) : error C2143: syntax error: missing ';' before '
'
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(43) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
CompilerResultsLog:Error: Error REMOVED\Unreal Projects\VRTest\Plugins\RunebergVRPlugin\Source\Public\RunebergVR_Pawn.h(43) : error C2238: unexpected token(s) preceding ';'

How to rotate pawn while teleporting

Hi,

First I must say that great plugin! I do have a question which is how can i control the rotation of the pawn while teleporting? I'm not sure if this is already a built-in feature of the plugin but I am pretty new to this so if it is, can you please show me how to "turn it on". If not, can you maybe give some advice on how can i control the rotation of the pawn while teleporting?

Thanks!

Compile for 4.26

I have made changes to the 4.22 code and gotten the plugin to load in 4.26. I'm submitting this issue to hopefully then follow it up with a pull request... I hope. I'm new to the "contributing" part of GitHub.

Teleport issue ?

Hi again Rune,

Ran into another issue, I don't know if I'm doing it wrong or if if the plugin doesn't consider that...

So it's about teleporting depending on the room surface on HTC Vive. Let's say I set up my playground to a large 3m3m room, and the VR game I'm in represents a small museum room. Then let's say I get physically to the angle of my 3m3m room, then want to teleport next to one of the walls of the game...the "teleport now" considering I'm not at the center of my room will make me teleport not at the place I pointed at with my controller, but with a shift, so I'll possibly get behind the wall, or out of the navigation bounds...
I don't know if my explanations are clear ?

So do I need to manually recalculate the teleport point due to the shift, or is there already an option to avoid that ? And if I have to manually recalculate the teleport point, how could I get to it using the "teleport now" function as it doesn't take any parameters ?

(just a final question, when I attach a Runeberg_Teleporter to one of the motion controllers, and setting a teleport target mesh to it (let's say a cylinder to mark the teleport location), as it is attached, the cylinder will rotate the same way the motion controller rotates...so that's details, but dunno if that's an option you could add for the next versions ? again...maybe I'm doing it wrong, please tell me if I do)

And thanks again for your time answering my questions ! Hope it doesn't bother you...

4.15 update

Hello!
Is there any chance that the RunebergVRPlugin will be updated to 4.15?

Juan

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