MegaMocapVR
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A certain step cannot continue, binding the character when the key does not respond.
Thank you very much for sharing the project, I can't speak English, but thank you very much.
- I learned from your Youtube video that I couldn't continue until 6:00.(https://www.youtube.com/watch?v=w9ZhOewWkAQ&t=16s&ab_channel=Megasteakman)
- reference:(https://www.youtube.com/watch?v=crv6AIbadSo&t=872s)
- I watch both of your videos over and over again, but my foundation is too poor.
- The character is MetaHumans imported directly into Bridge, and the blueprint adds MocapActorComponent and sets it up correctly.
- The problem is that the controller keys are not responding, can only track movement, and the keys can not be bound.
InstalledPlugins:
- LiveLinkControlRig
- LiveLinkXR
- ControlRig
- FullBodyIK
- EditorScriptingUtilities
- RigLogic
- SequencerScripting
- HairStrands
Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor.
If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist.
I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay.
If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
Let me know if this helps.
Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor.
If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist.
I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay.
If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
Let me know if this helps.
https://user-images.githubusercontent.com/14367662/143396905-a36e82a8-f202-4387-b17f-b2bf21634aa7.mp4
Thank you very much for solving the above problem, I checked the Youtube tutorial over and over again to make sure that game gets Mouse Control was opened because one step was missing. But immediately faced with the second problem, double-clicking at the same time press B after the character immediately uncontrollable, automatically pan forward, and out of control. The keystrokes are valid when there is no synchronization.
That looks like what happens when there is no animation blueprint (or the wrong animation blueprint) is on the character. Here's what I think it is.
https://www.youtube.com/watch?v=yS2Yy2wL1jQ
That looks like what happens when there is no animation blueprint (or the wrong animation blueprint) is on the character. Here's what I think it is.
https://www.youtube.com/watch?v=yS2Yy2wL1jQ
https://user-images.githubusercontent.com/14367662/143534421-8d0619a7-5cd1-4aa1-83a0-7b7b94e6cd7f.mp4
Thank you very much to the author, the setting function is effective, has been able to link correctly, but the action still can not track, the blueprint has a lot of errors, I am new, feel the problem eventually points to a setting, but I can not find out, disturb you rest very sorry
.
I carefully compared the configuration in your video, which is the same
Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor.
If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist.
I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay.
If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0
Let me know if this helps.
This rar package was broken.