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Activity
    Ferlorin
    @Ferlorin
    does anyone know how can i change the FOV of the cameras in UE4 dynamically via bueprints?
    SFR75
    @SFR75
    Hello. I'm trying to get a fix for crashing problem for OSRV Unreal plug. JeroMiya, I posted a callstack on github, can you take a look please !
    OSVR/OSVR-Unreal#133
    Jeremy
    @JeroMiya
    I am working on updating the OSVRUnreal project to 4.14 and fixing issues. I'm not reproducing your error yet, however. I did fix a compiler error, and I'm working on fixing an issue with EnableStereo in the editor (seems to be a regression in 4.14?).
    SFR75
    @SFR75
    Actually it's doing this in 4.13...
    mcboschman
    @mcboschman

    Hi, I am trying to configure our nVisor SX111 HMD for the OSVR server. Below is the .json content, which does does provide good results via the Unreal plugin. We see some stereo rendering but the disparity between the left and right images is too large. Changing the center_proj_x values seem not to make any difference. I posted a ticket about this 12 days ago, but no reply from OSVR.org since. Can you please help me out?

    Thank you!

    {
    "meta": {
    "schemaVersion": 1
    },
    "hmd": {
    "device": {
    "vendor": "nVis Inc",
    "model": "nVisor SX111",
    "num_displays": 2,
    "Version": "",
    "Note": "1280x1024x2"
    },
    "field_of_view": {
    "monocular_horizontal": 76,
    "monocular_vertical": 64,
    "overlap_percent": 66,
    "pitch_tilt": 0
    },
    "resolutions": [{
    "width": 1280,
    "height": 1024,
    "video_inputs": 1,
    "display_mode": "horz_side_by_side"
    }],
    "distortion": {
    "k1_red": 0,
    "k1_green": 0,
    "k1_blue": 0
    },
    "rendering": {
    "right_roll": 0,
    "left_roll": 0
    },
    "eyes": [
    {
    "center_proj_x": 0.6711,
    "center_proj_y": 0.5,
    "rotate_180": 0
    },
    {
    "center_proj_x": 0.3289,
    "center_proj_y": 0.5,
    "rotate_180": 0
    }
    ]
    }
    }

    janoc
    @janoc
    @JeroMiya Any chances of actually replacing GLEW with something else? It is a blocker for OSVR/OSVR-Unreal#123. Then the plugin would be usable in the Linux build as well.
    Russell Taylor
    @russell-taylor
    @janoc What do you suggest as a cross-platform replacement for GLEW that runs on Windows, Mac, Linux, and Android? It should be available via apt-get on Linux and brew on mac. Happiest to receive a pull request with the new CMakeLists and code, but an issue with a request to drop in a specific alternative that is known to work and be portable would be okay as well. We're busy working on other issues at the moment, but it would be a good thing to mark "help wanted" for someone from the community if nothing else.
    Christoph Haag
    @ChristophHaag
    @janoc it also doesn't work with glew 2.x?
    Ryan A. Pavlik
    @rpavlik
    @mcboschman is it really only a 66% overlap display? that seems really low...
    oh, oops, that ticket was assigned to me...
    Ryan A. Pavlik
    @rpavlik
    @Ferlorin if you're doing VR, don't touch the field of view. it's a physical parameter of each HMD and you can make people physically sick if you manipulate it out-of-sync with the geometry of the HMD
    Ferlorin
    @Ferlorin
    @rpavlik ok ty
    hahahha11
    @hahahha11
    how can i use ue4 plugin to controll my player in game ? i canot find any BluePrint function that can update player location ? anyone who can tell me ,thanks a lot.
    aartvanderspank
    @aartvanderspank
    anybody got any experience with using 2 different vrpn tracking devices for rotation and translation? right now i've only got one OR the other working. Think my aliases are wrong
    Greg Aring
    @DuFF14
    @aartvanderspank not exactly, but if you share the server config I can see if anything jumps out. You might also want to ask in https://gitter.im/vrpn/vrpn
    jackost
    @jackost
    Hello guys, I have an issue with Unreal Engine and the OSVR plugin.
    I am using an ART tracker connected via VRPN with the OSCR server and I already edited the server config file.
    OSVR Tracker Viewer is showing me the device.
    Now I activated the OSVR Plugin in my Unreal project, but the VR Preview button is still greyed out.
    Ferlorin
    @Ferlorin
    @jackost have u started the server before u openned the editor?
    Jeremy
    @JeroMiya
    @jackost are you building the plugin from source, or using the built-in binaries from the engine?
    if you're using the built-in binaries, those are very out of date. Try disabling the engine plugin and adding the plugin from source (master branch). Lots of fixes since the binaries
    trekfan42
    @trekfan42
    hi there
    Orkun Tezer
    @gad-o
    hi
    is OSVR-Unreal github version diffrent then Unreal Engine version?
    Orkun Tezer
    @gad-o
    which osvr-core version working with which osvr-unreal version with which unreal version?
    Jeremy
    @JeroMiya
    @gad-o yes the github version will always be the most up-to-date version, and is pretty far ahead of the unreal engine version at this point. Please migrate to the github version if possible. The last tested version is 4.16. Their HMD interfaces haven't really stabilized yet so sometimes things break from version to version. Please let us know if you try it with 4.17 and have issues
    Orkun Tezer
    @gad-o
    i will try work with linux
    but have some isuese header files
    Christoph Haag
    @ChristophHaag
    the osvr-unreal plugin does not work on linux
    at least the rendering does not
    see this pull request that is not finished OSVR/OSVR-Unreal#123
    Orkun Tezer
    @gad-o
    yes i see that
    Jeremy
    @JeroMiya
    I would go further and say it just doesn't work on Linux - the DisplayConfig path is broken, so without the render path working it's just not going to converge on most of the HMDs
    we have an OpenGL path, but I was having build issues in Unreal on Android and other OpenGL ES platforms
    might only be possible if you build the engine from source (i.e. not as a project plugin)
    Orkun Tezer
    @gad-o
    ok
    at this time i only try compile
    and then work on
    but i think, i have a version problem
    osvr/RenderKit/RenderManagerC.h
    I don't see this header in source files
    Jeremy
    @JeroMiya
    clarification: DisplayConfig path is broken in the sense that it doesn't have an OSVR-Core API for mesh-based distortion properties and the view/projection matrices returned by the display-config API are incorrect when combined with distortion correction and overfill/oversample
    You'll need a relatively new build of RenderManager
    srishti-learner
    @srishti-learner
    Hello everyone! It's been two days I am trying to deploy my project on OSVR HDK2.0 but nothing happened. The tracker viewer and server is working fine but the headset just shows a blue screen with windows logo. I enabled the OSVR Plugin available in unreal and the VR preview just works fine but nothing shows up on the HMD. I changed the osvr_server_config.json file as follows but nothing helped. Any kind of help would be greatly appreciated.
    "display": "displays/OSVR_HDK_2_0.json",
    "renderManagerConfig": "sample-configs/renderManager.direct.landscape.HDKv2.0.json",
    Please help me out with whatever you can.
    srishti-learner
    @srishti-learner
    okay i got this working but now the screen is flipped and magnified? changing swap_eyes and rotate_180 does nothing. Can anyone help?
    Ryan A. Pavlik
    @rpavlik
    too long ago but the issue for @srishti-learner is that it soundsli ke the display is actually in extended mode, not direct mode. If it's in direct mode, you'll see nothing if there is no app running
    Yannick Comte
    @demonixis
    Hey. OSVR has been dropped from 4.22. do you have any plans to update the plugin? Thanks.
    Ryan A. Pavlik
    @rpavlik
    @demonixis you're chasing me all through gitter :D I'm not sure when I'll get a chance, but I talked with Epic and they're in favor, at least in theory, of moving the last in-tree version of the plugin into the separately maintained repo. Apparently it hadn't worked recently anyway - haven't used unreal myself recently
    Yannick Comte
    @demonixis
    Yes sorry :D Different questions on different topics. I can try to compile the plugin on UE4.22. What is the last version? The one included in UE4.21.1 or the one on github?
    Ryan A. Pavlik
    @rpavlik
    I'd look at git right before the removal - that's what I meant by the last in-tree version