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Posts posted by PJninja
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16 hours ago, Dario said:
Hi all,
please note that a recent steamvr update should address the pogo pins issue so now you have more trackers ableto use the pins - i.e. not just 2 hand roles anymore
best,
Dario@Dario, thank you for the update, I've been keeping my eyes on the changelog for SteamVR - can you point me to the version that addressed the tracker input / pogo pin issue??
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Is there a way to get some unique identifier (Tracker's SN or even Device ID) from the trigger pull? We have 6 trackers we want to use with Pogo pin connection simultaneously, would each one would need it's own Event call setup or could we do TriggerAction with all 6 and just check its ID?
EDIT: Also thank you for the detailed post!
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On 6/25/2020 at 6:50 AM, PJninja said:
Thank you for your quick reply!
Yes I went through that with SteamInput plugin. The issues I’m having with that is I can’t determine which Tracker sent the event and it doesn’t seem friendly for multi-tracker connection. Going through that post I was able to get a generic TrackerAction event. I would like to get an event with device iD or serial number. I would like an upwards of 5 trackers at a time.
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Hi all,
I am trying to handle multiple Input events from 4+ Vive Trackers in our UE4 Sim but am unable to do more than 2 and the 2 I get don't come with a signature just passing a generic trigger event.
I saw that VIU does handle what I need but it is only for Unity. Any possibility of porting to UE4 or is there a UE4 solution related to VIU?
This is for a large project and am open to any help,
Thanks
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2 hours ago, MariosBikos_HTC said:
Hey @PJninja,
is this helpful? It contains instructions on how to use the vive tracker in Unreal Engine.
You are using UE 4.23.2 so may also need the SteamVR Input Plugin: https://github.com/ValveSoftware/steamvr_unreal_plugin/tree/4.23Thank you for your quick reply!
Yes I went through that with SteamInput plugin. The issues I’m having with that is I can’t determine which Tracker sent the event and it doesn’t seem friendly for multi-tracker connection. Going through that post I was able to get a generic TrackerAction event. I would like to get an event with device iD or serial number. I would like an upwards of 5 trackers at a time.
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Hi all,
I am trying to get the trigger event from a Vive Tracker. We are able to see Trigger Pull successfully in Test Controller window for SteamVR.
Also, How can I know which Tracker sent the Trigger Event?
This is all via Unreal Engine 4 version 4.23.2
Thanks
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UE4 Custom Depth makes sense, thank you for sharing that!
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I am trying to get SRworks to occlude virtual objects in UE4 via Depth Image. I want a virtual ball to hide behind a real chair, or hands to cover the ball like in the new update examples. I have successfully gotten this to work in Unity, however; Unreal seems to be posing a problem. What steps do I need to take to dive into the occlusion via Unreal, is there anything engine side preventing this feature from occuring the same way it does in Unity? Thank you.
Getting started with the HTC Vive Tracker (Pose + Input via Pogo pins) in Unreal Engine 4.24
in Developer Support
Posted
In UE4 what do I map input to get an event call from a non-hand identified pogo pin input?