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grafir

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Everything posted by grafir

  1. Not fixed. Gave up attempting the grip for now & concentrating on the limited functionality I'm able to get working instead. I agree, a tutorial of some kind is desperately needed. As mentioned previously, I'm primarily a designer having to code to achieve an end result. Wheras on previous projects I was able to work from tutorials, adapting the existing templates & referring to tutorials to achieve some good results quickly, this is causing me massive headaches. Unfortunately, I have no option but to persist due to my end user's choice of headset. Not everyone developing for the Focus will be a dedicated developer, so some very basic functionality tutorials would be greatly appreciated.
  2. I'm hoping someone can help a complete novice. I've developed various successful projects for the Quest adapting the basic templates in Unreal 4.25 but am now having to create new projects for the Vive Focus Plus. Have got the WaveVR plug-in working fine now after numerous issues & can build a test scene fine. The issue I am having now is replicating a grip/attach mechanic similar to the BP_Pickup_Cube in the VR template. It wouldn't matter through which button/trigger press, I just want to get it working. It can be either a direct grip/grab on overlap or through a a short distance line-trace. I've currently attempting to adapt the InputMode_Test map as it already contains the Wave interaction events set up, but am having no success in achieving a successful grip/attach of any kind. I don't know if it's necessary, but I've also tried recreating the Get Actor Near Hand, Grab Actor & Release Actor functions from the VR template, pointing them at the relevant Controller Loader BP, Interaction Interface etc with no success. Apologies if this all seems basic to most, but I am a designer rather than a developer, so if anyone has any solutions in the simplest terminology possible then I certainly won't be offended, in fact extremely grateful! Have scoured the forums and the limited Interaction info in the SDK page, but am still struggling.
  3. Fixed. After following the installation guide, I think I misread the instructions. Copying the plug in into the project folder has resulted in no errors & successful test build.
  4. Am using Unreal 4.25.1 and Wave SDK 3.2.0 on Win10. VIVE Focus Plus I am a very amateur developer - have been forced into it with very limited coding or in-depth technical knowledge so please bear this in mind when replying... the simplest terminology is greatly appreciated! Have followed the steps to integrate Wave SDK 3.2.0 into Unreal but it fails to either build (headset attached or without) or cast to the Focus Plus HMD through DirectPreview. Every time I attempt to build (am using the the hellovr sample to test) it fails with the attached errors referring to WVRDirectPreview Simulator Library in the Output Log Also when I attempt to DirectPreview to the HMD, It shows it has installed the device APK to the Focus but I get Connection Timeout on the headset. Have also attempted in Unreal 4.23.1 using the correct Wave SDK with exactly the same results. Have also attempted to convert a copy of an existing project, successfully built for a Quest, to ensure the Android SDK etc are up to date, but get exactly the same issues. In case it is a GPU issue, I am using a 1050ti card with the latest drivers - the same card I build for the Quest & ran my original tethered VIVE fine. Any assistance greatfully appreciated as I'm unable to proceed with any projects until I can resolve this.
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