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PJninja

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Posts posted by PJninja

  1. 51 minutes ago, Dario said:

    Ok I just confirmed that pogo pin input is indeed working when not assigned as hands but as another role in steamvr.

    I tested with the latest beta but it's probably been there for sometime - fyi not all changes make the changelog with steamvr updates.

    In UE4 what do I map input to get an event call from a non-hand identified pogo pin input?

  2. 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??

  3. 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.

    @MariosBikos_HTC

  4. 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

    @MariosBikos_HTC

    @chengnay

  5. 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/4.23

     

    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.

  6. 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.

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