4GD Posted January 29, 2020 Share Posted January 29, 2020 Hi, Is there a plan to update the unreal engine plugin to work in 4.24? I had previosuly succesfully been using the supplied plugin with 4.22 but after upgrading to 4.24 there are build errors. I haven't yet tried to fix the errors myself as might turn out to be simple but before looking into it I thought i would check if their is going to be an offical update. Thanks! Link to comment Share on other sites More sharing options...
HackPerception Posted January 29, 2020 Share Posted January 29, 2020 Tagging @Daniel_Y and @zzy for feedback. @4GD - please note, their response will likely be delayed until next week due to Lunar New Years. 1 Link to comment Share on other sites More sharing options...
MariosBikos Posted February 4, 2020 Share Posted February 4, 2020 Hi 4GD, what version of SRWorks are you using at the moment? You can download the latest from our website v0.9.0.3 here: https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/ SRWorks will soon be compatible with Unreal Engine 4.24 but if you want to use it now with UE 4.24 you will probably just need to change the file Plugins/SRWorks/Source/SRWorks/Public/ViveSR_UEnums.h and add 2 entries in these 2 enum classes so that they both have a NONE entry with value 0. After that you should be able to compile and build the project solution. 1 Link to comment Share on other sites More sharing options...
4GD Posted February 5, 2020 Author Share Posted February 5, 2020 Hi Marios, Thanks for the reply. I was using version 0.8.5 previously. I didn't spend too much time on it but I was getting a load of different build errors. I will try out the version you linked. If all it takes is adding those default Enum values will be all good. Have had to do that for a number of other plugins already! Link to comment Share on other sites More sharing options...
4GD Posted February 6, 2020 Author Share Posted February 6, 2020 Hello again, I just tried out your suggestion. There were some warnings coming from the build.cs file but otherwise the plugin compiles ok. However on trying to run the test map I get some errors: LogTemp: Warning: [ViveSR] [Scene Understanding] EnableSceneUnderstanding1014 LogTemp: Warning: [ViveSR] [Scene Understanding] EnableMachineVision1014 LogTemp: Warning: [ViveSR] [Scene Understanding] Activation/Deactivation failed LogTemp: Warning: [ViveSR] ADAPTIVE_MAX_GRID 64.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_MIN_GRID 4.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_MAX_GRID 4.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_MIN_GRID 4.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_ERROR_THRES 4.000000 LogTemp: Error: [ViveSR] ViveSR_Initial SeeThrough failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial SeeThrough4K failed. -3 LogTemp: Error: [ViveSR] TurnOnUndistortDataToDepth failed. 1014 LogTemp: Error: [ViveSR] ViveSR_Initial Depth failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial DepthMesh failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial Reconstruction failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial Controller failed. -3 LogViveSR: Warning: Start Framework: -3 Any ideas? @MariosBikos_HTC Link to comment Share on other sites More sharing options...
MariosBikos Posted February 10, 2020 Share Posted February 10, 2020 On 2/6/2020 at 4:57 PM, 4GD said: Hello again, I just tried out your suggestion. There were some warnings coming from the build.cs file but otherwise the plugin compiles ok. However on trying to run the test map I get some errors: LogTemp: Warning: [ViveSR] [Scene Understanding] EnableSceneUnderstanding1014 LogTemp: Warning: [ViveSR] [Scene Understanding] EnableMachineVision1014 LogTemp: Warning: [ViveSR] [Scene Understanding] Activation/Deactivation failed LogTemp: Warning: [ViveSR] ADAPTIVE_MAX_GRID 64.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_MIN_GRID 4.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_MAX_GRID 4.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_MIN_GRID 4.000000 LogTemp: Warning: [ViveSR] ADAPTIVE_ERROR_THRES 4.000000 LogTemp: Error: [ViveSR] ViveSR_Initial SeeThrough failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial SeeThrough4K failed. -3 LogTemp: Error: [ViveSR] TurnOnUndistortDataToDepth failed. 1014 LogTemp: Error: [ViveSR] ViveSR_Initial Depth failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial DepthMesh failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial Reconstruction failed. -3 LogTemp: Error: [ViveSR] ViveSR_Initial Controller failed. -3 LogViveSR: Warning: Start Framework: -3 Any ideas? @MariosBikos_HTC Hey @4GD when you get these errors do you see a gray screen while wearing your headsets? I got a similar output but after restarting the headset, everything was fine. Can you check? Link to comment Share on other sites More sharing options...
4GD Posted February 12, 2020 Author Share Posted February 12, 2020 On 2/11/2020 at 1:20 AM, MariosBikos_HTC said: Hey @4GD when you get these errors do you see a gray screen while wearing your headsets? I got a similar output but after restarting the headset, everything was fine. Can you check? Hi, I just double checked and nope, not getting gray screen. Screen is just completley black when running the sample level (which I believe is expected because there is nothing in the level) and those errors go in log. Are you saying that on 4.24 with only changing those enum values you mentioned before it is working for you? @MariosBikos_HTC Link to comment Share on other sites More sharing options...
MariosBikos Posted February 17, 2020 Share Posted February 17, 2020 Hi @4GD, yes everything is working fine for me using 4.24 and after making the required changes to the enum. I will try again and try to reproduce the issue you are having locally. Is there anything else I should try? Also did you manage to enable the Cameras via the SteamVR interface? Have the cameras passed the test? Link to comment Share on other sites More sharing options...
4GD Posted February 17, 2020 Author Share Posted February 17, 2020 Hi @MariosBikos_HTC, strange. I'll test starting a clean project on my end and see if that helps. In terms of what the difference between our tests might be I'm not sure. I'm using 4.24 built from source and have a number of other plugins enabled in the project but don't imagine either of those things should affect it. Graphics card is an RTX 2080ti, could that be an issue? The RTX cards weren't always supported with SRWorks. Link to comment Share on other sites More sharing options...
MariosBikos Posted February 17, 2020 Share Posted February 17, 2020 Interesting, in my case I was using a binary version of the engine. Are you using the 4.24 Release branch? Or a different stream from Epic Games? This was tested on a laptop with RTX 2070 so RTX 2080Ti should work for this. I can double check on a different setup and update you on this. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now