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MDV Games

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About MDV Games

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  1. @Tony PH Lin, hello. I would prefer the UE 4.24 because there's fixed some bugs (AI, Navigation) and adds a new features. One of them is Auto-Instancing on Mobile, which reduces draw calls to improve graphics performance. Auto-instancing has been found to be most effective on heavily CPU-bound games rather than GPU-bound games.
  2. @zzy Looks like I found the cause of my problems... I have changed useWVR from false to true in "ViveHandTracking.Build.cs". Now working fine! By default it was false. else if (Target.Platform == UnrealTargetPlatform.Android) { bool useWVR = true; if (useWVR) { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_WVR_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/arm64-v8a/libaristo_interface.so"); } else { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath+"/libs/Android/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/Android/arm64-v8a/libaristo_interface.so");
  3. @zzy, hi Thank you for the SDK Release 0.9.0. I have some problems. When I export sample project to apk (ViveHandTrackingMap) and run on Vive Focus, I constantly getting the error: "Position tracking lost". And i can't do anything. Only reboot device helps. Why is this happening to me? I'm using Unreal Engine 4.22 and WaveVR 3.1.4. Plugin installed correctly.
  4. Hi, guys. I want to make a movement in VR World together with controller. Movement works is well, but controller stay in place and don't move. How can I attach a controller to the Pawn for move together? I used Unreal Engine 4.22 (SDK 3.1.4). Vive Focus. Thank you in advance for any help you can provide. @Tony PH Lin, @Cotta
  5. @zzy, hi. Now skeleton mode is support on Vive Focus (instead two dots for hands)?
  6. Hello, Vive team. When SDK 3.1 will be released? Half a month has passed. @Tony PH Lin, @Cotta, @VibrantNebula, @JustinVive
  7. Hi, @Tony PH Lin Any news about release SDK 3.1?
  8. @Keate I finally figured it out. I exported an APK and my application run on Vive Focus. But there is another problem. I see and control only one point instead of the whole hand. I.e. 3D points and joints don't returned for detected hands. What am I doing wrong?
  9. @zzy, @Keate Hi, guys. Would you please clarify, how to set up correctly to work the Hand Tracking SDK and WaveVR Plugin (for Vive Focus)? I copied all the necessary plugins into their own folders (ViveHandTracking and WVR). What's next? My application don't run on Vive Focus when I export to apk (android). I've tried to add a Pawn to my scene, but nothing is working. What I'm missing?
  10. , You described my situation exactly! The UI (quick menu) is completely black, the controller shows just fine. The functionality of the UI is there, you can click buttons if you guess where they should be. P.S. Thanks for the screenshot :)
  11. Hello, guys. Could you help with the glitch in UE4? In my project, when I press the "Home" button on the controller, I get black empty window. Without any icons and images. What could be the problem? Maybe someone had a similar problem? I used: Unreal Engine 4.21.2 Vive Wave SDK 3.0.2 ,
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