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bipul mohanto

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Posts posted by bipul mohanto

  1. On 1/20/2021 at 10:58 AM, ArAnish said:

    2. Copy the SRanipal plugin folder to your project file, then right click on your .project file and generate visual studio project files.
    3. Open the project as usual, activate the SRanipal plugin and restart. The engine would give an error but also give you an option to rebuild manually. It'll work this time.

    @ArAnish, did you mean .uproject file? I tried this, but getting the same error message as this question mentioned, any solution?

  2. 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.

     

  3. 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:
    • error1.PNG.b7acb523407a5da27de067af4ceda16c.PNGerror2.PNG.20e5d5e00d047c55176f031c65dc0fd5.PNG

    Could you please assist me in solving the problem to enable eye tracking?

  4. 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: 

     

    error1.PNG

  5. 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)?

  6. Hi,

    I have just started my journey in VR. Currently I have a vive pro eye, and my goal is stereo rendering. 

    1. 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? 
    2. 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?
    3. Will Microsoft OpenXR (MR) work for Vive Pro Eye?

     

     

     

  7. 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. 

  8. Hi!

    I have the following hardware:

    1. HTC Vive Eye Pro 
    2. 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.

    1. 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. 
    2. From the Unity discussion forum: RTX is not supported in VR in UE4 as of 4.26
    3. 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
    4. 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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