VRExpansionPlugin New Level Can't teleport - virtual-reality

I'm using the VRExpansionPlugin in UnrealEngine 4.
Steps I've taken
Created a new "Default" level within the template project provided by the VRExpansionPlugin.
Added a NavMeshBoundsVolume to the level.
Deleted the existing "Player Start" and replaced it with the "VRPlayer Start".
I would expect that when I "Play" the level I should be able to point at the ground and teleport around, but instead I just see the short blue teleport line that almost immediately cuts off.
I know that I am missing a step (probably only one) but I'm not sure what step I am missing. Also, I can't find any documentation to help figure out what I am missing. So, with that said, what am I missing to enable teleport movement in my UE4 VRExpansionPlugin VR project?

Well, it turns out to be both something weird and very simple. I was comparing it to a "Default" level I had created in the past that worked and I noticed that on my previous working example my navmesh was halfway into the floor instead of sitting on top. The navmesh on my current level was position by raising it above the floor and using the "end" key to tell it sit exactly on top of the floor, which for some reason caused the teleportation to not work. I moved the navmesh down into the floor and everything started working perfectly.
tl;dr; The answer is to make sure the navmesh is not sitting exactly on top of the floor but instead below or inside it.

Related

Spawning blueprint does not spawn anything (UE4)

Here's a problem: my goal is to have a ball game with obstacles. I made two obstacles (cubes with triggers) and the spawner code does not spawn them - nothing at all. It does compile without errors, but just does not work. These blueprints are part of the track class (the track the ball is on). Here is the code: (obst amount = 7 - the code before it works fine - its linked to event tick)
Here are the obstacles: (no code in them)
Here is the track:
I'm using Unreal Engine 4.26.2
If it is showing up in the outliner, but you don't see it here's what I would try.
First, unplug your X and Y location. Manually input something you know is right in front of the player.
If you can see it after that, start printing the the coordinates of the spawn location. If those look right and you can't see it still, try spawning a regular cube instead. If you could see the cube but not your obstacle, then I'd check the obstacle BP. In that case it's likely either the scale of the mesh component or it's set to be hidden in game.
Sorry I know this isn't a definitive answer, but I don't have enough reputation to comment instead.

I can't figure out Unity / Blender / makehuman root motion

I have tried every single variation and permutation that I can think of.
I start at make human while I'm prototyping because it's fast. I then take it to Blender where I apply a bvh file.
I adjust the graph editor because the bvh files never get it quite right. Then I import into Unity.
I think the root node would be [character/master/root]. I set the root position x/y baked. I have set the rig's root to the above.
My character either jumps back at loop, which I know means wrong root node, but when he doesn't do that there is no forward movement whatsoever.
Unless I click is kinematic which removes the interaction with physics.
When iskinematic is clicked it moves like I want it to, but you know that isn't good for physics. What can I try next?
i found a solution i had not seen yet and i went back to make human and imported a new unity rig from https://forum.unity.com/threads/makehuman-and-unity.617311/
and exported to blender using the unity export...
then i exported to unity and made a humanoid animation it seems to be working better

Unity NavMeshSurface Loading Incorrectly

I am having trouble with the NavMeshSurface build process at runtime. I followed Unity's tutorial for using the NavMeshSurface features...
https://unity3d.com/learn/tutorials/topics/navigation/making-it-dynamic?playlist=17105
...and integrated it with my project successfully. However, when the level builds the Navmesh, it builds it 90 degrees perpindicular to my level.
Visual of Navmesh being built at runtime at 90 degree perpendicular to level. NOTE: Heightmesh is being built just fine.
The tutorial didn't show any signs of this being a problem. Currently my level is being built on the XZ axis because Navmesh surfaces won't generate on the XY plane. I have tried rotating the level 90 degrees but then nothing is created. I also have taken a screenshot of my current NavMeshSettings if that will help.
Snapshot of current NavmeshSurface settings in case I have something set incorrectly.
I'm no stranger to coding, I just haven't worked with dynamic navmesh before. So if there is something else you need feel free to ask and I can post it.
Found a solution. Generate the Navmesh so it is correct, then rotate your level to how you need it. Create the NavMeshSurface on its own gameobject as a child of your level, then attach your NavMesh data to the NavMeshSurface. You can rotate the child object to then match your level again.

NavMesh baking finished very quickly and does not include some objects

I am doing one of Unity's official tutorials: Survival Shooter.
Unity version: 5.3.4f1 Device: Macbook, OSX 10.11
http://unity3d.com/learn/tutorials/projects/survival-shooter/environment?playlist=17144
The problem: Baking process completes almost instantly and the floor is not highlighted by a blue mesh (where highlight should mean that navmesh is calculated for there).
Here is the screenshot of it:
Then, I checked the completed scene (which was already created by Unity Team), it showed the floor fully highlighted. I just hit the bake again without touching anything and the same problem happened. So, there must be something else as I tried the original scene file without changing anything.
What am I missing here? Is there a Unity editor setting or something like that which can break the baking process?
When baking a NavMesh for your game, a crucial thing to verify is that every object which should affect navigation is marked as a Static GameObject, or at least Static for Navigation. This setting may be found in a checkbox/dropdown at the top of the properties Inspector:
It sounds like the floor object in your scene hasn't been marked as Static, meaning it won't factor into the NavMesh baking.

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.