ok so two issues I've already run into following your tutorial, first is that there is a skeletal mesh at the player start, how do I remove that? and the teleport and snap functions no longer go to the right position. followed the tutorial to the letter using the VR pawn approach. can you help a brother out?
Hey! I'm not sure what you mean by there is a skeletal mesh at the player start. Do you mean the player mesh? Do you want them to start without it? Some screenshots would be helpful. You can contact me by email at jakeplayable@gmail.com or on discord @jakeplayable. It may be easier for me to help you over discord or email. Also as for the teleport and snap functions I didn't change anything. You can see the teleport function works fine for me in the video. Send me a video so I can try to understand what's happening. Thanks!😁
I already fixed up the locomotion issues, could someone tell me why I have a collapsed body on the floor at the player start?, its like its spawning more than one player, but I cant find an option for it.
@@Lorecastapendragon I don't think anyone's had that issue before. There's no setting and the system doesn't add any skeletal meshes. Are you launching in multiplayer? Because that's what would happen if you were.
Hi! This is just an animation system so it is meant to mesh easily with any existing VR Template! I know customers have found success using it with GDXR. It's very simple to integrate until you try and use it with features like physical hand collision. I don't know if GDXR has that but in that situation the system has to follow the hand meshes rather than the motion controllers and you may have to adjust offsets yourself.
Hi! I bought your mimic pro and tried it on UE5.4. I did the same setting with this video but the error has occured. The error message was this. LogPlayLevel: Error: UAT: LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/FullBodyVRTemplate/BluePrints/VRBodyComponent.VRBodyComponent_C:SKMLibrary'. Unknown structure. Do you know how to solve this problem?
Yeah I do, it's an error with UE's structures, and the way to solve it is to open every BP that uses the struct and recompile it. Try compiling the AnimBP, Control Rig, both example player blueprints, & the VRBodyComponent just to be safe. Maybe also open the SKMLibrary structure and save it. I've got my Discord and email on the product page if you need more help! 😄
Hey, completely understand if you dont want to answer, but I am thinking about adding full body to my Template "The Ultimate VR Gun Template" I have my IK system setup, are there any hints you can give me for scaling just the arms of the mesh, The only thing I can think of is importing the mesh separately so the rest of the body doesnt scale
@@constantanxietygames Glad you found it, and that you're making a VR Body Solver! There aren't enough of them. Lemme know if you ever wanna work together.
@@JakePlayableDev Definitely, although I'm still debating if I want to include it, I am more focused on the gun part, and my ik solver experience is pretty limited, so I may end up just pointing people to your template instead of giving them my mediocre one included in my pack
@@constantanxietygames That would be nice. I've got a major update coming soon and will have to make a lot of new tutorials. I could make a tutorial for integration with your template, might be good for both of our products!
@@JakePlayableDev yeah man, I'll sub and let you know, I've been working on a multiplayer update for like a year now that will hopefully be out by end of the year, I'll send you a copy when I finish
Well you can input any animation into its provided Animation Blueprint. The Anim BP has to do a lot of communication with the VRBodyComponent so it has the use the provided one, but you can put any animation setup in the animgraph and plug it into the control rig
What does the error say? If it's an error during packaging, I'm aware of it and it's an issue with Unreal Engine's structs and have a fix for you. If it's after packaging during runtime it's an error message I wrote and it tells you what the problem is. I have methods of communication on the product page if you wanna message over Discord or email.
@@JakePlayableDev Thank you for your response. The error message is:Fatal error. The error mentions an access violation, and I noticed that one line of the error message contains an absolute path similar to “D:/a/1/src....”. The error happens after packaging, when I running the packaged exe.
It seems that in Control Rig, you cannot connect construction and FK; connecting either one will result in an error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
@@conradorover5573 I’ve got my contact info on the product page, if you think it’s a problem with the system can you contact me through one of those methods with a bit more info on the problem? It’ll be a lot easier to help you that way, thanks!
bodycam needs this
ok so two issues I've already run into following your tutorial, first is that there is a skeletal mesh at the player start, how do I remove that?
and the teleport and snap functions no longer go to the right position.
followed the tutorial to the letter using the VR pawn approach.
can you help a brother out?
Hey! I'm not sure what you mean by there is a skeletal mesh at the player start. Do you mean the player mesh? Do you want them to start without it? Some screenshots would be helpful. You can contact me by email at jakeplayable@gmail.com or on discord @jakeplayable. It may be easier for me to help you over discord or email. Also as for the teleport and snap functions I didn't change anything. You can see the teleport function works fine for me in the video. Send me a video so I can try to understand what's happening. Thanks!😁
I already fixed up the locomotion issues, could someone tell me why I have a collapsed body on the floor at the player start?, its like its spawning more than one player, but I cant find an option for it.
@@Lorecastapendragon I don't think anyone's had that issue before. There's no setting and the system doesn't add any skeletal meshes. Are you launching in multiplayer? Because that's what would happen if you were.
it was because i had a player start in the level, deleting it fixed the issue
after following the metahumans tutorial after this one the entire thing broke and now I can't get anything to work anymore
I try to add VRbody component but I can't find it. does anyoone know why? pls
Hi Jake, any plans to sell Mimic Pro in the FAB shop?
@@Guilgd yes very soon! I’ve got a big update coming that will bring it to FAB when I release it! Within
@@JakePlayableDev amazing!!
How gestures come together after recognition
Really cool system! I just tried out the demo. Any idea about how well this meshes with a VR Kit like GDXR?
Hi! This is just an animation system so it is meant to mesh easily with any existing VR Template! I know customers have found success using it with GDXR. It's very simple to integrate until you try and use it with features like physical hand collision. I don't know if GDXR has that but in that situation the system has to follow the hand meshes rather than the motion controllers and you may have to adjust offsets yourself.
@@JakePlayableDev Perfect, thank you very much!
Hi! I want to know if I can develope hand tracking project with this plugin. It looks nice!
im surprised you explained this while wearing the headset the entire time
It's because Virtual Desktop hates me and will sabotage me by disconnecting for ages if I ever take it off 🤣
Hi! I bought your mimic pro and tried it on UE5.4. I did the same setting with this video but the error has occured.
The error message was this.
LogPlayLevel: Error: UAT: LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/FullBodyVRTemplate/BluePrints/VRBodyComponent.VRBodyComponent_C:SKMLibrary'. Unknown structure.
Do you know how to solve this problem?
Yeah I do, it's an error with UE's structures, and the way to solve it is to open every BP that uses the struct and recompile it. Try compiling the AnimBP, Control Rig, both example player blueprints, & the VRBodyComponent just to be safe. Maybe also open the SKMLibrary structure and save it. I've got my Discord and email on the product page if you need more help! 😄
Hey, completely understand if you dont want to answer, but I am thinking about adding full body to my Template "The Ultimate VR Gun Template" I have my IK system setup, are there any hints you can give me for scaling just the arms of the mesh, The only thing I can think of is importing the mesh separately so the rest of the body doesnt scale
nvm I didnt realize I could scale bones separately, found it now
@@constantanxietygames Glad you found it, and that you're making a VR Body Solver! There aren't enough of them. Lemme know if you ever wanna work together.
@@JakePlayableDev Definitely, although I'm still debating if I want to include it, I am more focused on the gun part, and my ik solver experience is pretty limited, so I may end up just pointing people to your template instead of giving them my mediocre one included in my pack
@@constantanxietygames That would be nice. I've got a major update coming soon and will have to make a lot of new tutorials. I could make a tutorial for integration with your template, might be good for both of our products!
@@JakePlayableDev yeah man, I'll sub and let you know, I've been working on a multiplayer update for like a year now that will hopefully be out by end of the year, I'll send you a copy when I finish
So is this possible with any blueprint animation? I tried to get it to work on epic games free animatipn pack but had no luck just headache haha
Well you can input any animation into its provided Animation Blueprint. The Anim BP has to do a lot of communication with the VRBodyComponent so it has the use the provided one, but you can put any animation setup in the animgraph and plug it into the control rig
Hello, I would like to ask why the packaged file reports an error as soon as it runs after using your content. What could be the reason?
What does the error say? If it's an error during packaging, I'm aware of it and it's an issue with Unreal Engine's structs and have a fix for you. If it's after packaging during runtime it's an error message I wrote and it tells you what the problem is. I have methods of communication on the product page if you wanna message over Discord or email.
@@JakePlayableDev Thank you for your response. The error message is:Fatal error. The error mentions an access violation, and I noticed that one line of the error message contains an absolute path similar to “D:/a/1/src....”. The error happens after packaging, when I running the packaged exe.
It seems that in Control Rig, you cannot connect construction and FK; connecting either one will result in an error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Oh, Once I changed UE version from 5.3 to 5.4, everything goes well
@@zhenli-z8t Thanks for letting me know! I'll work on a fix to include in the next update!
Do you know how to make this compatible with the meta xr plugin?
It works with MetaXR or OpenXR out of the box for general VR use. As far as hand tracking I don't have a solution
@@JakePlayableDev
My problem is that when I activate the Meta XR plugin everything stops working
@@conradorover5573 I’ve got my contact info on the product page, if you think it’s a problem with the system can you contact me through one of those methods with a bit more info on the problem? It’ll be a lot easier to help you that way, thanks!
The thumbs look weird. At least they did at the very end of the video. What is causing that ?
That’s just the thumb up animation because my thumb wasn’t on any of the buttons of the controller