SteamVR

SteamVR

 This topic has been pinned, so it's probably important
Keith Jun 7, 2019 @ 1:03pm
SteamVR Unreal Plugin v1.0 (sdk 1.4.18)
This is the initial marketplace release of the SteamVR Input Unreal Plugin. This Input specific plugin is built to run along side the existing SteamVR plugin that continues to handle rendering. The goal of the plugin is to integrate SteamVR Input features in an intuitive and ease to use way for existing and future Unreal developers. With SteamVR Input developers can target one API that all the popular VR headsets can connect to and can support many different controllers with little to no code changes.

The SteamVR Input Unreal Plugin manages three main things for developers: Unreal Input Action to SteamVR Input Action mapping, per controller type key bindings, and estimating what your hand looks like while using VR controllers. To show an example of these things there are two sample maps. One showing sample interactions with a SteamVR hand skeleton and one showing sample interactions with the skeleton from the Unreal VR Template. These interactions use different key mappings per controller that the developer - and end user - can rebind at runtime.

The sample content for this plugin has been built off the Unreal VR and Third Person templates with some custom assets. You can find the sample maps in /SteamVR Input Content/Sample/Maps

This initial version has the following features:

  • Anim Graph nodes for access to Animation Poses from SteamVR's Skeletal Input (per hand joint positions / rotations)
  • Blueprint node for access to SteamVR Skeletal Input summary data (hand finger curls / splays)
  • Blueprint node for access to the new haptic action interface in SteamVR Input
  • Generates a SteamVR App Manifest to individually identify your editor project to SteamVR
  • Generates a SteamVR Input Action Manifest based on your Unreal Input Actions / Input Axis
  • Generates a set of SteamVR Input Controller Binding Files based on your Unreal Input Mappings
  • Automatically combines two Unreal Input Axis to one SteamVR Input Vector2 Action
  • Adds additional per controller SteamVR keys for an array of popular controllers/buttons/interactions
  • Still supports the Motion Controller abstraction keys
  • No engine modification
  • Full compatibility from UE 4.15 up to 4.22

Documentation up on the github wiki: https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki

To report issues with the plugin see our github issues page here: https://github.com/ValveSoftware/steamvr_unreal_plugin/issues

Unreal Engine Marketplace link:
https://www.unrealengine.com/marketplace/slug/steamvr-input-for-unreal

Example Project:
https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki/sample/SteamVRInputPlugin.zip

This plugin is still in active development. We make faster progress on github and maintain a branch for features still in development. For future beta releases you can check the page here: https://github.com/ValveSoftware/steamvr_unreal_plugin/releases

As a developer we recommend you enable developer mode and input debugging in SteamVR settings. Open SteamVR Settings from the SteamVR Monitor window. Go down to the Developer tab, and check the box for Enable debugging options in the input binding user interface.
Last edited by Keith; Jun 7, 2019 @ 1:08pm
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Showing 1-4 of 4 comments
Simply Clueless Jul 5, 2019 @ 10:43pm 
Are we allowed to use the custom hand models in a commercial game or would we need to find/make our own?
Rune Berg Jul 6, 2019 @ 2:57pm 
Originally posted by Simply Clueless:
Are we allowed to use the custom hand models in a commercial game or would we need to find/make our own?

The entire plugin, including source code and sample content (other than the Epic Games templates content) is under the BSD-3 license including the SteamVR Hand Models.. So yes, you are able to use them freely in a commercial game as long as you abide by the terms of the license here:

https://opensource.org/licenses/BSD-3-Clause
Last edited by Rune Berg; Jul 6, 2019 @ 2:58pm
hhdev Sep 2, 2019 @ 5:57am 
Does this plugin support showing the controller in hand out of the box? I had a look around and it seems that in a previous version of this implementation had this functionality.

See here to see what I mean: https://www.youtube.com/watch?v=WH8nT8IFM-I

Also, is there a workflow in place for setting custom poses for grabbing differently shaped virtual objects? Maybe I overlooked it, but I didn't find it in the wiki.
Rune Berg Sep 3, 2019 @ 2:03pm 
Originally posted by hhdev:
Does this plugin support showing the controller in hand out of the box? I had a look around and it seems that in a previous version of this implementation had this functionality.

See here to see what I mean: https://www.youtube.com/watch?v=WH8nT8IFM-I

Also, is there a workflow in place for setting custom poses for grabbing differently shaped virtual objects? Maybe I overlooked it, but I didn't find it in the wiki.

Hi,

Re: Controller visualization

Yes, the plugin has a custom animation node where you can set the Motion Range - either to output a pose with motion controller or without:

[img]https://i.imgur.com/ChkmhLy.png[/img]

The controller visualization itself can be activated, as you would normally in UE4:

[img]https://i.imgur.com/Mrlu2MX.png[/img]


Re: Custom poses

If you meant, automatically figuring out an appropriate grab pose regardless of object grabbed, no there's no built-in support for that.

Unreal however has a rich set of animation tools that can make generating poses easy from within the engine.

You can either record a pose or animation easily for use in blending using just the built-in tools in Unreal. I showed one way of doing this in a community video I made recently at around 15:34:

https://youtu.be/OJk-KB_8i_c?t=934

Hope that helps.

Cheers,
Rune
Last edited by Rune Berg; Sep 3, 2019 @ 2:04pm
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