Jump to content


Verified Members
  • Content Count

  • Joined

  • Last visited

Community Reputation

1 Neutral

About ArAnish

  • Rank
  1. Okay so I figured out how to make it work. Event tick ties the sensor with your framerate, which is leading to some errors. I created a custom event and called that using a timer that loops from the start of the entire level. Here's a screenshot of what I made, and it's working (ignore the array, I'm still working on that part). I still need help with the Focus, Get Gaze Ray and Eye Weightings but if I can solve them by myself I'll update this thread for anyone who's a beginner and stuck on the fundamentals like me.
  2. Hi, I've started using the SRanipal blueprints in my UE4 projects but the following piece of code always shows 0.0 for both eyes while it's running. I have version 2 of Start Eye Framework activated and connected to Event BeginPlay already. I'm also confused as to what exactly is the Get Eye Weighting function, and I'm not really sure about how exactly I can use the Focus and Get Gaze Ray functions as well. Are there any tutorials / examples available I can use? I want to save all these in arrays which I'll then export outside unreal. I think I'll use the Victory Plugin for the expo
  3. @MariosBikos_HTC Update: Missing Modules error solved. Here's what I did for anyone who might run into this particular problem. 1. Check IDE version, mine was 2017, so I removed and did a clean reinstall of Visual Studio 2019. If the installer crashes, make sure to turn off software's like RTSS and MSI Afterburner, which interferes with the installation and makes it crash. 2. Copy the SRanipal plugin folder to your project file, then right click on your .project file and generate visual studio project files. 3. Open the project as usual, activate the SRanipal plugin and restart. The e
  4. @MariosBikos_HTC thanks for the reply, unfortunately I have to use blueprints because I don't have any coding experience in Unreal. I downloaded the relevant files, and copied the "sranipal" folder from the 03_Unreal/Plugins folder into the Plugins folder of UE 4.25.4. I opened up my project, activated the sranipal plugin but after restarting it gives the Missing Modules error. I went through the forums and saw a workaround where someone edited the SRanipal.uplugin file inside the plugin and changed "Installed": false to true, but that didn't work. Any help is appreciated. On anoth
  5. Hi, I've only just started learning and using Unreal Engine for my masters research so apologies if the question seems redundant. If I start a blueprint project, can I add a C++ class to the project to run the sranipal SDK in Unreal or do I have to start from a C++ project from the very beginning? I'm very new to coding so I don't think I can manage creating a C++ project from the start. If not, then can I transform that blueprint project to a C++ one and then use sranipal? I want to start developing using Blueprints, which would consist of a basic environment and a single npc with m
  • Create New...