Unreal Engine 4.1.2 character starts again when he touches the floor with Blueprints - touch

I want that when my character(actor) touches the floor, he will start from the starting point of the appearance using Blueprints in Unreal Engine 4.1.2
I tried to connect them(what is marked in the picture) but it was impossible
Picture

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MRTK2 Bounds Control Constraint Manager for Move Axis constraint not working in Unity

In a hololens2 device I want for the user to be able to point and touch a bounding box but not scale/translate/rotate it. I'm working on Unity 2022.1.24 with MRTK 2.8.3.0
I add a Bounds Control component to the object that holds the following components: a collider and the Constrain Manager component that has a RotationAxisContraint for all=XYZ. I've also constrained scale to 1. However picking the bounding box from the corners allows the user to move the bounding box. How can I stop this translation of bounding box from happening?
Currently, the Unity versions officially supported by Microsoft are Unity 2020.3 LTS and Unity 2021.3 LTS. Please refer to Choosing a Unity version and XR plugin - Mixed Reality | Microsoft Learn to select the appropriate Unity version for development.
For your question, to clarify, MoveAxisConstraint only works on the behavior of the Translation Handle. From your screenshot, you didn't enable Translation Handle. If you want to try it, you can check Show Handle For X/Y/Z in BoundsControl/Visuals/TranslationHandlesConfiguration, and then you can see these Translation Handles in the center of each face of the bounding box.
For MinMaxScaleConstraint and Scale Handle, when the scale of the object has reached the maximum/minimum, the object will move in the direction of dragging, which is by design. If you don't need Rotate/Scale/Translate, then you only need to uncheck Show Handle For X/Y/Z or Show Scale Handles in the corresponding Configuration of BoundsControl/Visuals.

Spatial Mesh do not show in hololens2 emulator

I'm using Hololens 2 emulator version 10.0.19041.1157
MRTK version 2.6.1
Unity Version 2020.1.0a12.1360
Windows 10 64bit
In unity, i can see example mesh loaded from spatial mapping data ["MixedRealityToolkit" GameObject ->Spatial Awareness -> Spatial Objet mesh Observer -> Type ->SpatialObjectMeshObserver].
I have attached a script to Gameobject that draws lines on this spatial mapping as attached in screenshot below
void Start()
{
IMixedRealitySpatialAwarenessSystem spatialAwarenessSystem;
spatialAwarenessSystem = CoreServices.SpatialAwarenessSystem;
spatialAwarenessSystem.ResumeObservers();
}
while building the app to hololens in unity, i'm setting the value ["MixedRealityToolkit" GameObject ->Spatial Awareness -> Spatial Objet mesh Observer -> Type ->WindowsMixedRealitySpatialMeshObserver]
I have enabled "SpatialPerception" under Player Settings->Publishing Settings->Capabilities.
There are no build errors, App Deployment from Visual Studio to Hololens emulator is successful [x64, Release]
Note: i have loaded default room in emulator.
upon app start, i don't see spatial mesh in emulator like i used to see in unity.
although i can see spatial mesh in webportal of emulator as shown in below screenshot.
First, we always recommend the latest MRTK version as the best version to develop the MR app, and the current recommendation is to use MRTK 2.7.2. Please review the Upgrade Guide for guidance on how to upgrading your project.
For the Spatial Mesh does not visible in Hololens2, Spatial Observers are platform-specific components that act as the provider for surfacing various types of mesh data from a platform-specific endpoint. Therefore, please select the WindowsMixedRealitySpatialMeshObserver class which supports the HoloLens2 platform and modify configuration properties on the observer as necessary:Configuring mesh observers for the device

Hololens2 + Vuforia ImageTarget. Tracked Image has a position offset

I'm having an issue with a project built in Unity for Hololens 2, using
MRTK 2.7.0
OpenXR 1.0.0
Vuforia 9.8.8
Unity 2020.3.10f
The MRTK is installed using the MRTK feature tool. I installed foundations, extensions, toolkit tools and standard assets.
The Vuforia ImageTargets get a random offset from their supposed position.
I have the scene, hand tracking and the general setup for the Hololens running as intended using the MRTK. I also want to utilize the image tracking capabilities of Vuforia, but thats where my issue comes in. When starting the app on the Hololens 2 device, the ImageTargets are getting detected, but their position has a random offset, after each restart of the app. I suspect that the World coordinate system is slightly off. In the Vuforia behaviour, the World Center mode is already predefined to DEVICE and cannot be changed.
When testing in the Editor with a Webcam, everything is working as expected.
The scene is setup similar to the tutorial found at https://arvrjourney.com/hololens-2-marker-tracking-with-vuforia-engine-and-mrtk-fb582c8f8ac0
My scene hirarchy looks as follows, which is similar to the scene setup found in the Vuforia Hololens 2 samples
One of the Targets has no child, but it is actually toggling another scene gameobject, after detection and then switching over to extended tracking to use the more stable tracking of the Hololens. The SceneGameobject is following the Imagemarkers position. To verify the behaviour, there is also a second marker, with a default setup and a cube as a child. Both show the same behaviour and same offset.
I also tried to change the Image Targets' place in the hirarchy, like putting it as a child of the Playspace, or the Maincamera, to no avail.
TLDR: Vufora Image Targets do not work when using OpenXR on the Hololens 2
EDIT: I changed from OpenXR back to Windows Mixed Reality, which seems to have eliminated the issue, but I'm really puzzled about it nonetheless, especially, when OpenXR is supposed to replace Windows Mixed Reality in the future o.O
This was a problem that was caused by Vuforia not fully supporting OpenXR. As of version 10.4.4, they have fixed the problem.
If you were like me and came to this question because you were implementing your own image tracking service and suddenly there was an offset caused by updating to Unity 2020 and/or OpenXR, it's likely you are encountering the same problem Vuforia had to fix. I fixed it by changing how I am obtaining the world origin:
The proper way to obtain the world origin in OpenXR is using:
using Microsoft.MixedReality.OpenXR;
var worldOrigin = PerceptionInterop.GetSceneCoordinateSystem(Pose.identity) as SpatialCoordinateSystem;

Hololens app keeps mapping surroundings and obstructs my holograms

I'm developing a Hololens App in Unity 2017.0.p5 with Mixed Reality Tollkit and I have this problem.
Error example. It keeps mapping the surroundings and obstructs my holograms.
Does anyone know how stop drawing these triangles in all the surfaces?
You can either disable le spatial mapping component or disable the drawing of the wireframe on that same component in Inspector.

Handling GearVR Touchpad input?

When I add an OVRPlayerController into a Unity3d scene and build and run the scene for the GearVR the built-in touchpad spins the camera around the vertical axis, which is redundant with head tracking. What do I need to change so that the touchpad instead allows the camera to move forward and backward, as if walking? Is there a thorough tutorial?
The Oculus SDK 0.4.3 comes with the support for the GearVR Samsung GamePad.
All you need to do:
import the SDK.
overwrite the projectsettings folder of your project with the one that comes with the SDK.
add the overplayercontroller to your scene.
add a gameobject below the overplayercontroller e.g. plane, quad... this will act like the ground (keep the player from falling)
add a collider to the gameobject e.g. mesh collider
then once you run it you will see that you can move around using the gamepad as well as turning the came around the vertical axis...
basically use any first person shooter tutorial for Unity3D and because the Oculus SDK comes with support for the gamepad you can quickly do this...
this link might help
https://www.youtube.com/watch?v=mbm9lPB5GPw