kvoeten / unrealbodyplugin Goto Github PK
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License: MIT License
An unreal engine plugin for simulating a full body with finger IK in virtual reality.
License: MIT License
"Product compliance
Ensure that your product complies with all applicable laws, regulations, and rules. Verify your product doesn’t combine the Unreal Engine code with “Copyleft” open-source licenses. See the FAQ for more details."
Vive_PawnCharacter can grab cube, but after grab, move the hand BUT the cube's location is not right, eg. sometimes get away off the hand and the GrabSphere.
as for the GunBase in the VRExp example, can grab BUT the hands's never really reach the gun's surface...however, for the original VRExp example the hands can perfectly reach the gun's surface and grab at the gun's trigger.
i know you use the Hands' from the whole model's body instead of the seperated GraspingHand. BUT still not found where you did this. SO still not find how to fix the above grab problems...
about the Body physics, is it able to open some physics inorder to avoid different parts of body overlap or even cross in each other.
eg. while waving the hands, the upperArm will often cross the Chest(spine_02)
I'm having issues using this with VRE built for 427...
Followed your steps that say exactly what to do, however they don't show where the skeletal mesh should go (I imagined inside the capsule where the mesh is, [like a normal character would], but the character is halfway thru the ground, I can see the animations working and the hands/arms ik working but i am outside the body around 50 cm's on the x and y plane offset) and the body also lags from the capsule quite significantly when moving. This is with VANILLA VRExpansion plugin.
I then tried taking your .uasset and putting it into the plugin content folder and dropping it into a scene but its just filled with blueprint errors that it won't compile.
Could you possibly show some pics of how the proper setup is for 4.27 using this with VRE please?
I crash when I try to add the IKbody component to the VR pawn
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000002d0
UnrealEditor_UnrealBody!UIKCharacterAnimInstance::UpdateHandValues() [D:\Umberto\UE5_1_VR_Tests - Body\Plugins\UnrealBodyPlugin\Source\UnrealBody\Private\Animation\IKCharacterAnimInstance.cpp:138]
UnrealEditor_UnrealBody!UIKCharacterAnimInstance::NativeUpdateAnimation() [D:\Umberto\UE5_1_VR_Tests - Body\Plugins\UnrealBodyPlugin\Source\UnrealBody\Private\Animation\IKCharacterAnimInstance.cpp:43]
So…if want the hands in the whole body model have the ability of the GraspingHand, UsePhysicalGraspingHands=true, GraspingHandsUseFingerCurls=true, how to do it? and if the Hands are UsePhysical how about the other parts of body?? should make them all physical?and how??
I followed the steps to enable the plugin in a basic project, added the construction script and enabled the IK Body Component, I also made sure that my Skeletal Mesh has the ABP_IKBody, however when trying it on Oculus Quest 2 I don't see the result intended, I followed the same tutorial you had in Blueprint and it used to work so I'm certain it's not the hardware, did I miss something in the steps?
NB: I don't use finger IK for this project.
I tested quickly a build on Windows and the Body inside the IKBody is valid, but not the case when using it in a VR headset.
Hi, thanks for the plugin.
I have a question regarding this plugin, I work with UE5 and I'm wondering if it is possible to embed the plugin in UE5 or that you have plan to adapt the plugin to UE5?
Hello, do you think we can find a solution for a better behavior of the arms? If I put one of my arms in the opposite direction, it will cross my body and have a bad bend.
Otherwise thank you for all your project is magic, continue like that you are brilliant! :)
This plugin can not be opened in my project
There's exactly 10 fingers, some performance is to be gained by simply using linear array's for all the finger enum indexes versus maps with pairs.
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