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Merge pull request #26 from ProteusVRpublic/Version_6_2
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Version 6.2
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ProteusVRpublic authored Jul 30, 2019
2 parents 4d1aba9 + ce078b1 commit 964190b
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Expand Up @@ -358,11 +358,11 @@ void AProteusLocalAvatar::LipSyncVismesReady()
{
/*if (UseCannedLipSyncPlayback)
{
AvatarComponent->UpdateVisemeValues(PlayBackLipSyncComponent->GetVisemes());
AvatarComponent->UpdateVisemeValues(PlayBackLipSyncComponent->GetVisemes(), PlayBackLipSyncComponent->GetLaughterScore());
}
else
{*/
AvatarComponent->UpdateVisemeValues(LipSyncComponent->GetVisemes());
AvatarComponent->UpdateVisemeValues(LipSyncComponent->GetVisemes(), LipSyncComponent->GetLaughterScore());
//}
}

Expand All @@ -381,7 +381,7 @@ UOvrAvatar::MaterialType AProteusLocalAvatar::GetOvrAvatarMaterialFromType(Avata
return UOvrAvatar::MaterialType::Opaque;
}

/*void AProteusLocalAvatar::AvatarVisibility(bool AvatarVisible)
void AProteusLocalAvatar::AvatarVisibility()
{
AvatarComponent->SetAvatarVisibility(AvatarVisible);
}*/
AvatarComponent->SetVisibilityType(AvatarVisibilityType == AvatarVisibility::FirstPerson ? ovrAvatarVisibilityFlag_FirstPerson : ovrAvatarVisibilityFlag_ThirdPerson);
}
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Expand Up @@ -148,8 +148,8 @@ class PROTEUSAVATARS_API AProteusLocalAvatar : public APawn
void SetRightHandVisibility(bool RightHandVisible);
UFUNCTION(BlueprintCallable, Category = "OculusAvatar")
void SetControllersVisibility(bool ControllersVisible);
//UFUNCTION(BlueprintCallable, Category = "OculusAvatar")
// void AvatarVisibility(bool AvatarVisible);
UFUNCTION(BlueprintCallable, Category = "OculusAvatar")
void AvatarVisibility();

virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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24 changes: 12 additions & 12 deletions README.md
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@@ -1,10 +1,10 @@
# **Proteus Template 6.1**
# **Proteus Template 6.2**

Discussion on Unreal forum at https://forums.unrealengine.com/development-discussion/vr-ar-development/106631-single-multiplayer-touch-vive-proteus-blueprint-only-template

# First release: March 2016 (under the name "SteamVR Template"
# Latest Version 6.1 (under the name "Proteus VR Template")
# Latest release July 17, 2019
# Latest Version 6.2 (under the name "Proteus VR Template")
# Latest release July 30, 2019

# What can I do with that, that I cannot do with the "VR Template" in Unreal?
Well, rapidly: It's single or multiplayer (LAN or Oculus Home); It uses Oculus Avatars (or not); It uses voice over IP (VOIP -- Oculus Home only); full of nice features fully using Oculus functions; compatible Go/Quest/Rift; minimum use of C++ (but still some, since some methods not possible only in blueprints); hey, we were the first to propose a template back in 2016!
Expand All @@ -16,22 +16,22 @@ This template consists of virtual reality compatible pawn and settings, ready to
* Download it at https://github.com/ProteusVRpublic/ProteusTemplate

## Compatible with the following Unreal Engine versions:
* Unreal Engine 4.22*, latest commit e28248e (June 7, 2019), found at https://github.com/Oculus-VR/UnrealEngine
* Unreal Engine 4.22*, latest commit 5f77421 (July 25, 2019),, found at https://github.com/Oculus-VR/UnrealEngine
* minor changes to the engine possibly / mandatory required


### What's new in version 6.1
# Unreal 4.22.2
# HTC Vive compatible
# HTC Vive camera access
# Thoroughly tested with Oculus Quest
# Highlight selected object compatible with Oculus Quest
# Small dot selector on widgets
### What's new in version 6.2
* Unreal 4.22.3
* “Ghost” function for clients to appear / disappear
* Works with Oculus Quest, but in reduced 72Hz mode due to 1.39 plugin problem
* 1.39 enables FFR+MultiView+Vulkan
* 1.39 enables Avatars 64-bits on the Quest




## Compatibility
# Oculus Plugin 1.38
# Oculus Plugin 1.39
# Oculus Platform SDK 1.32
# Oculus Audio SDK 1.34
# Oculus Avatar SDK 1.36
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