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This plugin provides a fishtank-VR via a so-called OffAxisProjection by modifying the projection matrix using a custom ULocalPlayer

Home Page: https://www.tu-ilmenau.de/vwds/team/florian-weidner/

License: MIT License

C# 4.61% C++ 94.32% C 1.07%
unreal-engine-4 unreal-engine unrealengine virtualreality virtualproduction vr offaxisprojection fishtankvr

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ue4-plugin-offaxis's Issues

Is there a demo project for this plugins?

Hi, I'm very exciting on this plugin, but I really don't know how to use it, Can you provide a demo project for begining? that would be pretty helpful for me, thank you very much.

Clip space not updated

Clipping does not work when walkin around (especially when walking closer to the screen).

Interaction (issue submitted via email)

"I came across your project UE4-Plugin-OffAxis and I am struggling to understand how it works. I started the project in Unity and I was able to make it work there. Right now i would like to change to Unreal Engine because of the visual fidelity. I tried to do it in UE4 but I don't know how to proceed. I am attaching the two different videos showing the different versions, and I just would like to know if you could help me a bit in with your plugin."

All Nodes Have Errors

I'm using Unreal 4.23 with the latest version of this plug-in. I start a new Unreal C++ project, copy the OffAxis files into the Plugins folder, open the project, and activate the plugin. The OffAxisActorManual has many errors - all of them having to do with the Off Axis custom nodes. I've attached a picture of an example. This error is on all Off Axis nodes.

offaxis

error

EDIT: I just realized that OffAxisPlayer is not an option when trying to change the LocalPlayer. I tried creating a project with 4.21, added your plugin, and now saw this as an option. In 4.23 it was not listed. I imagine my errors are stemming from this.

I've managed to get this working in 4.22 I believe. It's hard to tell if it's working correctly because I'm not 100% sure of the setup requirements. Do you have an example map so I can make sure mine is setup correctly? Are we supposed to place any other cameras/pawns in the level or just place the OffAxisActor at 0,0,0 and hit play?

Any help would be greatly appreciated. Thank you!

Huge framerate jumps, jittery tracking

Hello! I've managed to get everything working for the most part using a Kinect for Azure which tracks my head.

When I play in the editor, things seem to run pretty smoothly, but when I try running in a new editor window, I seem to get some erratic behavior. The Eye Position jumps forwards and backwards over and over again and the framerate is all over the place. Here's a video. Any idea what might be causing this issue or how I could diagnose it? I've tested the Kinect project without the Off-Axis plugin and the framerate and tracking are steady. This happens rarely when I play in editor, but always if I play in a new editor window.

Any help would be greatly appreciated. Thank you!

Could we have some sample code for running?

Could you please give us more detail - how to actually running this code, if we don't have optitrack. For example, if we only have a kinect etc. How could we run it via blueprint?

Moving viewport origin

Hey @fweidner, love what you've done so far-- really easy to use. Is there any way to set the origin of the viewport to be something other than [0,0,0]?

I've attempted to change pa, pb, pc to account for new corners, but there seems to be an added amount of distortion when doing this. Maybe you could point me in the right direction?

We have a cave setup and we're looking to use this with a single camera point and adjacent screens.

Thanks

Solution - Build Fails with Error C3646: 'Platform' Unknown Override Specifier When Updating to UE 5.2

Issue Description

While attempting to upgrade a project from Unreal Engine 5.0.3 to 5.2.1, the build failed with the following errors originating from DataDrivenShaderPlatformInfo.h:

C4430: missing type specifier - int assumed. Note: C++ does not support default-int
C2146: syntax error: missing ')' before identifier 'Platform'
C3646: 'Platform': unknown override specifier
C2059: syntax error: ')

Solution

The issue was resolved by adding the #include "RHIDefinitions.h" directive to the OffAxisProjection.h file located at project_folder\Plugins\OffAxisProjection\Source\OffAxisProjection\Public\OffAxisProjection.h

Reference

No DefaultInput.ini file

When following the instruction, I found no DefaultInput.ini file anywhere. Any place I can adjust input mapping?

GPLv3 incompatible with UE4

The GPLv3 license this is under is incompatible with UE4; you could never distribute this combined with a UE4 project, even non-commercially.

I think lgpl is the closest you can get, which would require source changes to the plugin be provided, but wouldn't require the engine and applications to make their source available under the same terms.

( https://answers.unrealengine.com/questions/777669/plugins-using-lgpl-libs-allowed-in-unreal-marketpl.html <-- they clarify there lgpl is allowed with projects that are made with the engine, but not on the marketplace (only MIT, BSD, etc. there), but GPLv2/3 is allowed with neither ).

Why use ViewClient not LocalClient?

Not really an issue, but...

Why you use a ViewClient subclass and override whole Draw function with copy-paste it from a parent when you can override LocalPlayer->CalcSceneView and just check "if (view)" in it?

I cannot make it work

Hello,

I have tried to open the project multiple times on UE4.20 but it just doesn't do it.

I get the missing modules and build at source errors, and then when I do it, compiling doesn't go through.

Is it possible to get a simple quick guide on how to set it up properly? I might be doing things wrong since I'm a newbie.

Cant Stream data to Unreal

Hello,

First of all i apologies for my lack of proper english, second im trying to connect to unreal via optitrack but after calibration in optitrack, and using one market to send the position, nothing happens, i have three cameras for tracking and a 4 markers device for the rigidbody, what am i doing wrong? in streaming pane in motive i activate the broadcast on, and in unreal i have the project of OffAxisTest open but nothing happens, the position doesnt seem to be affected.

If someone need more descriptions of my project i can post screenshots with descriptions

Thank You

"NotImplementedYet" Error (SteamVR)

using version v2.1.1 and the UE4Project / OffAxisTest. Unreal 4.2.2

When i select SteamVR as my Tracking Device and play the scene, my window fills up with the error NotImplementedYet. Any idea what's going on here?

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