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Merge pull request #12 from ProteusVR/Version_3_2_2
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Update to 3.2.2
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ProteusVRpublic authored Aug 29, 2017
2 parents 61fd92b + a8816a8 commit acff54b
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Showing 13 changed files with 24 additions and 52 deletions.
21 changes: 10 additions & 11 deletions Config/DefaultEngine.ini
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Expand Up @@ -94,17 +94,6 @@ ServerDefaultMap=/Game/Proteus_Multi/MainMenu.MainMenu
GlobalDefaultGameMode=/Game/Proteus_Multi/MainMenuGM.MainMenuGM_C
GlobalDefaultServerGameMode=None

[/Script/Engine.NavigationSystem]
bAutoCreateNavigationData=True
bAllowClientSideNavigation=True
bInitialBuildingLocked=False
bSkipAgentHeightCheckWhenPickingNavData=False
DataGatheringMode=Instant
bGenerateNavigationOnlyAroundNavigationInvokers=False
ActiveTilesUpdateInterval=1.000000
+SupportedAgents=(Name="Default",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=500.000000,Y=500.000000,Z=500.000000),NavigationDataClassName=/Script/Engine.RecastNavMesh,AgentRadius=1.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=Class'/Script/Engine.RecastNavMesh',bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
DirtyAreasUpdateFreq=60.000000

[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
Expand Down Expand Up @@ -163,6 +152,16 @@ DirtyAreasUpdateFreq=60.000000
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")

[/Script/Engine.NavigationSystem]
bAutoCreateNavigationData=True
bAllowClientSideNavigation=True
bInitialBuildingLocked=False
bSkipAgentHeightCheckWhenPickingNavData=False
DataGatheringMode=Instant
bGenerateNavigationOnlyAroundNavigationInvokers=False
ActiveTilesUpdateInterval=1.000000
DirtyAreasUpdateFreq=60.000000

[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
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10 changes: 5 additions & 5 deletions Config/DefaultGame.ini
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@@ -1,13 +1,13 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=EECAC70846F0D561D6CD178F9841D3DA
Description=Proteus Template 3.2.1
ProjectName=Proteus 3.2.1
ProjectVersion=3.2.1
Description=Proteus Template 3.2.2
ProjectName=Proteus 3.2.2
ProjectVersion=3.2.2
CompanyName=Proteus VR
CompanyDistinguishedName=Proteus VR
Homepage=proteus-vr.com
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "80E36D344D6BAF79E6D37B860470D170", "Proteus 3.2.1")
ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "1EA4E7F14CF4CF7CF1F518A60058910D", "Proteus 3.2.1")
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "80E36D344D6BAF79E6D37B860470D170", "Proteus 3.2.2")
ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "1EA4E7F14CF4CF7CF1F518A60058910D", "Proteus 3.2.2")
SupportContact=Mathieu Beaulieu

[/Script/Engine.GameSession]
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6 changes: 3 additions & 3 deletions Config/TemplateDefs.ini
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@@ -1,8 +1,8 @@
[/Script/GameProjectGeneration.TemplateProjectDefs]
LocalizedDisplayNames=(Language="en",Text="Proteus 3.2 BETA 4")
LocalizedDescriptions=(Language="en",Text="This is the Proteus Multiplayer 3.2B4 Template.")
LocalizedDisplayNames=(Language="en",Text="Proteus 3.2.2")
LocalizedDescriptions=(Language="en",Text="This is the Proteus Multiplayer 3.2.2 Template.")

LocalizedDisplayNames=(Language="ko",Text="Proteus 3.2 Beta 4")
LocalizedDisplayNames=(Language="ko",Text="Proteus 3.2.2")
LocalizedDescriptions=(Language="ko",Text="")

ClassTypes=Character, GameMode, HUD, Actor, Character, GameMode, HUD, Actor
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Binary file removed Content/Proteus_Multi/CustomNavArea.uasset
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39 changes: 6 additions & 33 deletions README.md
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Expand Up @@ -33,43 +33,17 @@ Video at https://www.youtube.com/watch?v=ml2xgiQ41BY

# Latest Versions #

# Version 3.2.1 (August 18, 2017) #
# Version 3.2.2 (August 29, 2017) #
# UNREAL 4.17 VERSION

# Latest changelog #
I’ve had a dozen reports about “What the hell, can’t see my hands!”. ALL these problems were due to Guardian or Chaperone not correctly set during Rift/SteamVR setup. After each person redid their setup, the hands magically went back. So now I’ve put a safeguard for that see fix #1.

What I recommend: Try the 4.17 packaged version on the OneDrive (Template 3.2.1). If there is problem there, it’s on your side, probably setup based.
2 important fixes:
* “NavModifiersVolume (NavAreaNull) have inconsistent behaviour since Unreal 4.16. For now I ditched the NavMesh and teleport on static mesh, deny teleportation with floor angle and CustomNavArea NavModifierVolume, until Navigation is more stable in Unreal.” [NOW FIXED]
* “I've had the same teleportation direction issue through all of the versions of the template I've tested. For me the forward direction seems to be the "right->" direction of my playspace. Any luck reproducing the issue with teleport rotation on the vive? There are times it seems like I'm 90-180 degrees from where I'm supposed to end up and its really confusing sometimes. I haven't been able to figure it out myself » [NOW FIXED]

NEW FEATURE:
What I recommend: Try the 4.17 packaged version on the OneDrive (Template 3.2.2). If there is problem there, it’s on your side, probably setup based.

Spectator mode toggle (4.17 only)
I put a simple static SceneCapture2D in MultiMap to represent the spectator view but you could do a lot of things like move it with Sequencer or control it via another player. Lot of fun in perspective. See Input Map for toggle button.

FIXES:

Motion controllers meshes not spawning if Guardian or Chaperone are not set [FIXED]
Now a default Guardian or Chaperone will be used if boundaries are not set correctly

Debug line is not set correctly in multiplayer [FIXED]

(VIVE) Left and Right Grip buttons on Vive controllers are not mapped correctly [FIXED]
Left and Right Grip buttons on each Vive controllers are now mapped at the same function

(VERSION 4.17 with OCULUS) Guardian boundaries and corners not detected correctly [FIXED]

NavModifiersVolume (NavAreaNull) have inconsistent behaviour since Unreal 4.16[TEMPORARY FIX]
For now I ditched the NavMesh and teleport on static mesh, deny teleportation with floor angle and CustomNavArea NavModifierVolume, until Navigation is more stable in Unreal.

Reworked a bit the input map for consistency between Rift/Vive and to accommodate the fact that since 4.16 the left and right grip buttons on the Vive controllers are no longer differentiated.

REPORTED BUGS / NOT BEEN ABLE TO REPRODUCE

“I've had the same teleportation direction issue through all of the versions of the template I've tested. For me the forward direction seems to be the "right->" direction of my playspace. Any luck reproducing the issue with teleport rotation on the vive? There are times it seems like I'm 90-180 degrees from where I'm supposed to end up and its really confusing sometimes. I haven't been able to figure it out myself »
I’ve tested the template with 4.16 and 4.17 version with a Vive; did not have any problem with playground orientation. Something to do with SteamVR setup?

“I'm still experiencing the laggy behaviour on the client side though. I wonder if I'm the only one? It's really apparent; for example when I'm just waving my hand around, the hand movement is quite glitchy”
As already reported, I’ve had vastly different experiences concerning lag, mainly with Steam: depending on the hour and the network load, lag is sometimes unnoticeable, sometimes heavy. Barely noticeable in LAN. Slowest through Oculus Network with Avatars.
I’ve had also few reports on lagginess increasing with time. Again, I did not notice that but I would suggest to play with Project Settings / Garbage Collection. From what I’ve tested I don’t have mem leaks but it surely can be improved through better garbage collection.
KNOWN BUG WITHOUT A FIX (FOR NOW)
No VOIP through Direct IP Connection: I’ve tried many tricks / solutions, nothing works (yet). Maybe using Advanced Session Plugin? I’ll try that. If someone has a trick for enabling VOIP through direct IP give me a shout.
Physics objects: It’s normal to experience client-side lag on physics objects (i.e. Interactive Objects). Many tricks exist to fix that problem; search for “multiplayer physics objects”. This would be an entire different topic and is not specifically related to VR.
Expand All @@ -83,5 +57,4 @@ Affecting Unreal 4.16.3 and 4.17.0: UE-44947 Extra Sphere collision is shown whe
https://issues.unrealengine.com/issue/UE-44947 You can resolve this by unchecking "Instanced Stereo" in Project Settings, but doing that could decrease VR performance.



Please read the pdf document for the complete instructions. It is found at https://1drv.ms/f/s!Av77lIIxt2OY0XGGW8UDwykohjuT

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