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MariosBikos_HTC

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About MariosBikos_HTC

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  1. The plan is for the new version to be released tomorrow (Sept 24th). Until then, if you want to fix this issue you need to do what I mentioned here:
  2. Hey @Matyboss there is a going to be a new version of SRworks soon that will add support for UE4.24 that you can use.
  3. Hey @Franka, you are right, we currently don't have a function exposed to Blueprints for GetPupilDiameter but I have already informed the SDK team about it so that they can add one in a future version of the SDK. Meanwhile, here are some screenshots that will help to add that yourself. What you need to do is define a GetPupilDiameter function inside USRanipalEye_FunctionLibrary (similarly to how GetPupilPosition is structured) and then also create a function GetPupilDiameter() inside SRanipalEye_Core that will be called from the first function I mentioned. Here are the cpp files I used to achieve that. You need to of course modify the header files as well.
  4. Hi @Vita500, there is a going to be a new version of SRWorks available soon (probably by the end of this month) that will support UE4.24 without any issues. Regarding the problem you mentioned, can you try disabling all the Magic Leap plugins in case there is a conflict?
  5. @cte there is going to be an updated version of SRanipal in about a week from now with support for UE4.24 and UE4.25. However, the errors you are getting can be easily fixed if you create a c++ unreal project and then modify the SRanipal plugin code to replace RelativeLocation with GetRelativeLocation().
  6. @PJninja Please check the following post. As I mentioned due to an OpenVR change, you can get input from the POGO pins of up to 2 trackers. You currently won't be able to get input simultaneously from more than 2 trackers in 1 system.
  7. Hey @ZNMR, that can be easily dony by replacing all the input events with new events for Vive Pro. You can create new Bindings in the Project Settings-->Input and then connect those events to the actions in the Blueprints of the sample provided. It's not working by default because Unreal made some changes in UE4.24 so we will provide new SDK version soon with updated bindings.
  8. Ok can you share the full log that includes the errors? Also can you try a fresh download of the Unreal Sample project + a fresh install of SRworks runtime?
  9. Hey @ZNMR, is the SRWorks_E_GameInstance inside the sample project content folder? Or did you create that one?
  10. Hi there, you should be able to use 2 trackers in Unreal Engine simultaneously. You need to make sure each vive tracker has a different role in the SteamVR Menu (e.g Left hand, right hand) and also in Unreal Engine you need 2 Motion Controller Components. One Motion Controller Component should use Special 1 and the other one Special 2. So if you followed my video tutorial, make sure you assign Special 1 for left tracker for example and Special 2 for right tracker in SteamVR Menu. So to recap: Add 1x Motion Controller for right Tracker with Motion Source Special 1, and 1x Motion Controller for left tracker with Motion Source: Special 2 In SteamVR Menu make sure you assign different role to each tracker, e.g Tracker Held in Hand with Left Hand for the left one and Tracker Held in Hand with Right hand for the right one. In SteamVR Menu for each tracker make sure the pose is following Special 1(right) and Special 2(left).
  11. Hi there, sorry you are right it should be compatible with UE4.24 (I confused v0.9.3 with a different version). I think the error logs you are getting may have to do with the fact that the project in your PC is located in a long path file. Try to copy and paste the project on a different location with a shorter path e.g under C:// drive and try again. I get this error all the time when I am using Unreal Projects under an external SSD with a long path name.
  12. Hi @ZNMR, what version of Unreal Engine are you using? Can you try disabling all the Magic Leap plugins from the installed Unreal Engine Plugins? Also if you still get this error after that, hange the LoadSingleSubmesh function so that it takes as input a Mesh Info structure and not a Magic Leap Tracking Mesh Info structure. After doing that and disabling the Magic Leap plguins, you should be good to go (check attached screenshot). I believe the Magic Leap plugin interferes with the SRWorks's SDK Meshloader plugin that's why you are getting this error. A new version of SRWorks will be published soon to support Unreal Engine 4.24 so you won't get that error anymore.
  13. @KaffeeLeben You can define 2 Vector3D variables in a Material Parameter Collection and then get the values returned by the Get eye gaze directions normalized method and update the values in the Material Pameter Collection every frame. Then inside your Material instance (Editor) you can use the values from the Material Parameter Collection to drive the material final output: https://www.unrealengine.com/en-US/blog/material-parameter-collections Likewise for post-process settings, you can get the 2 vectors returned with the eye gaze direction and set the post process settings in Blueprint according to the values.
  14. Hi all, if you want to know what Unity version you should use with our latest Wave SDK versions, please make sure you are aware of the following: We suggest using Unity 2018.4 LTS + Wave SDK 3.1.94 for best performance and stability. Wave 3.1.94 can only be used with a Developer ROM at the moment. Instructions here. Otherwise you can use Wave SDK 3.1.6 if you want to create an app that will be available on Viveport to the public. If you do need to use Unity 2019, then Unity 2019.3.6 + Wave SDK 3.1.94 or Wave SDK 3.1.6 should work but we don't recommend versions of Unity beyond 2019.3.6 as there is currently a Unity memory leak issue. With our Wave SDK 3.2 release, we provide access to our new Wave XR Plugin according to the Unity XR Platform Updates to support all versions of Unity 2019.3.X and Unity 2019.4 LTS as well as Unity 2020.1. We recommend using Unity 2019.4 LTS version.
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