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Posts posted by bipul mohanto
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In connection with my question, cannot I build the unreal engine while the sranipal is in the source plugins folder `C:\UnrealEngine\Engine\Plugins`? While I was trying this: the output build messages were with error message:
Severity Code Description Project File Line Suppression State Error MSB3075 The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
1> Running UnrealHeaderTool UE4Editor "C:\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/DartBoard.h(25) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/DartBoard.h(27) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/DartBoard.h(29) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(28) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(31) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(34) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(36) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(38) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(41) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(43) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(46) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalEye/Public/SRanipal_AvatarEyeSample.h(50) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalLip/Public/SRanipal_AvatarLipSample.h(27) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalLip/Public/SRanipal_AvatarLipSample.h(31) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalLip/Public/SRanipal_AvatarLipSample.h(34) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalLip/Public/SRanipal_AvatarLipSample.h(36) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 1>C:/UnrealEngine/Engine/Plugins/SRanipal/Source/SRanipalLip/Public/SRanipal_AvatarLipSample.h(38) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
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On 11/30/2022 at 5:26 PM, cifulicitico said:
thank you very much, it works perfect!
The link is broken now.
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Hi! I am following @MariosBikos VRS tutorial on unreal 4.24.2 source code version.
- I have already steamvr, sranipal runtime, and calibration done. After building the unreal source code I am creating a new project: Games >> Virtual Reality>> Blueprint (cannot see the C++ option).
- I am pasting the sranipal SDK v1.3.6.8 in the project folder under Plugins/SRanipal
- Before that, I have modified the SRanipal.Build.cs
/* PublicIncludePaths.AddRange( new string[] { Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipal/Public" // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { ModuleDirectory+"/Private", ModuleDirectory+"/Public/Eye", ModuleDirectory+"/Public/Lip", Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalEye/Public", Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalLip/Public" // ... add other private include paths required here ... } ); */ PublicIncludePaths.Add(Path.Combine(ModuleDirectory,"Public/Eye")); PublicIncludePaths.Add(Path.Combine(ModuleDirectory,"Public/Lip")); PrivateIncludePaths.Add(Path.Combine(ModuleDirectory,"Private/Eye"));
- However, while in the project, I cannot see the sranipal plugin under edit>> plugin>> project.
- while I am trying to reopen the project, I am getting the following error message and the project fails to reopen:
Could you please assist me in solving the problem to enable eye tracking?
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I have a few questions for clarification:
1. I have cloned the 4.24.2. Instead of some minor errors, the UE is launching. In part 1, (8) to launch the UE, do I always have to follow the step: Open the .sln, then Debug > Start New Instance? Or is there any other way that I can directly run UE like a normal installation?
2. Part 2: 12, 13, 15: I have downloaded SRanipal v1.3.6.6. Extracting the .zip file includes Plugins\SRanipal. I am copy-pasting this plugins folder in a new project under a different directory than the unreal engine cloned (C:\ directory). But in Edit> Plugins, I cannot see the SRanipal plugin.
C:\Users\local-admin\Downloads\unity\SDK-v1.3.6.6\SDK-v1.3.6.6\SDK\03_Unreal\Vive-SRanipal-Unreal-Plugin.zip
3. Part 2: 14, I do not see an error in Dartboard.h. But if someone has a problem, did you mean editing SRanipal.Build.cs as follows:
PublicIncludePaths.AddRange( new string[] { //Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipal/Public" // ... add public include paths required here ... // from tutorial PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Eye")); //PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Lip")); } ); PrivateIncludePaths.AddRange( new string[] { ModuleDirectory+"/Private", ModuleDirectory+"/Public/Eye", ModuleDirectory+"/Public/Lip", Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalEye/Public", Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalLip/Public"; // ... add other private include paths required here ... // from tutorial PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Eye")); //PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Lip")); } );
4. Reopening the project returns an error as the image:
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Did you get your answer?
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Is there any confirmation from the Vive official? I also need the average luminance value for my calculation.
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I do not why the Vive developer forum is so cold? There is hardly any conversation found or solution. However, SRanipal does not have support for Linux what I found. Now question is, what is Vive's suggestion for XR developers to access real-time eye tracking?
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@HackPerception, I have previously contacted Tobii for support, they mentioned could not support for Vive pro eye headset.
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Hello Everyone,
I am a newbie in this topic. I have just started with Linux (Ubuntu 20.04.4) and found there is no SRanipal Runtime for Linux. I am using `HTC Vive Pro Eye` and previously once I talked with Tobii, and they mentioned their SDK is not working for Vive Pro Eye.
If you guys give me some solution to access real-time eye tracking data same as I could access in Windows (SRanipal+SteamVR)?
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Hello,
I just switched to Linux (Ubuntu), and am trying to find SRanipal runtime for my SteamVR.
Does `SRanipal` only work in windows machine? Is there no support for Linux? If so, is there any alternative eye tracking runtime software? I am using VIVE Pro Eye.
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is there no sranipal for Linux (ubuntu)?
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Hi,
I have just started my journey in VR. Currently I have a vive pro eye, and my goal is stereo rendering.
- I found there are three types of functions, Khronos' core, cross vendor, and vendor specific. Are there any (possible yes) vive specific functions? Where I can find those?
- Microsoft Page has beginner friendly documentation with their own specifications for MR. I see in this forum, there is also some documentation of Vive OpenXR for Unity and Unreal Engine. But I am looking for some tutorial how to visualize easily on my Vive Pro Eye Display, and native C++ Project. Can you show me some light?
- Will Microsoft OpenXR (MR) work for Vive Pro Eye?
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Hello! These Vive OpenXR tutorials are really good with Unity and Unreal. However, is there any vendor specific (Vive ) functions and tutorial for native C++ project? I am using Vive Pro Eye.
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Hi! I am using HTC Vive Pro Eye, and want to setup OpenXR. I do not want to use Unreal Engine, Unity3D, or any other game engine, because so far I know, none of the game engines included real-time raytracing feature for VR. Literally, I want to build my own raytracing engine with DX12. How can I setup OpenXR for my purpose? Is there any available tutorial? I did not find any details on that except the MSFS documentation.
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Hi!
I have the following hardware:
- HTC Vive Eye Pro
- 2*NVidia RTX 3090 GPUs
What I want to achieve: interactive ray tracing for a complex scene where the rays (e.g., primary rays) can be modified with respect to the gaze position.
Question: What is the best available API/ Engine/ Library to implement gaze-contingent ray tracing algorithm? Or for example, I extend to work on path tracing algorithm.
- First I tried the unity3D, however, I have found the unity3d VR still support the directx11, and have not been updated to directx12, so ray tracing is not supported.
- From the Unity discussion forum: RTX is not supported in VR in UE4 as of 4.26
- There is a publication on RayVR, author used DirectX Raytracing-Falcor to enable ray tracing on VR (tr-05-2019.pdf (impa.br)), however the code repository is not available for public
- Few publications, worked on VR and ray tracing used OpenCL RadeonRays
I would really appreciate if the experts show me a way that I should use to achieve my goal. I am really lost and randomly trying different path.
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Never mind, I got it. The options are visible after hitting the play button.
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Hi!
The Unity VR is currently based on the DirectX 11, and no further upgradation to DX12 or latest DX Raytracing pipeline. So, if I want to develop a scene with ray tracing in Unity game engine, the only available option is using the HDRP; however, it does not support the VR.
- My question is, how to develop ray traced scene for my HTC Vive Pro Eye HMD?
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Hi @MariosBikos, one quick questions, are branches UE 4.23.1 and UE 4.24.2 developed for win64/win32 machines? I tried both of these branches to build and debug, as you mentioned on my 64-bit machine. However, each time it failed to build. P.S. I used the Visual Studio 2015 community edition.
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So far, this is the only, and best foveated rendering direction available in the internet. Thanks to the author, @MariosBikos
Working in Unreal Engine with Blueprints
in VIVE Eye and Facial Tracking SDK
Posted
@ArAnish, did you mean .uproject file? I tried this, but getting the same error message as this question mentioned, any solution?