From ff482f8bbe421e5d466dea69d937a2d89a353dd3 Mon Sep 17 00:00:00 2001 From: Simeon Wallrath Date: Fri, 23 Jan 2026 17:21:16 +0100 Subject: [PATCH] Work on Intro, Fixed Issues with FreezingChamber, Fixed Collisions, UpdateVRE, Cleanup --- .../Audio/Atmospheres/A_Atmosphere_2.uasset | 3 + .../551437__zhr__heartbeat-glued.uasset | 3 - .../551437__zhr__heartbeat-glued_Cue.uasset | 3 - .../Audio/Effects/A_SteamReleaseValve.uasset | 3 + .../A_Alarm_Freezeroom.uasset | 3 + .../Effects/Player/Breathe/A_Breathe.uasset | 3 + .../Player/Heartbeat/A_Hearbeat.uasset | 3 + .../Player/Heartbeat/A_Heartbeat_Cue.uasset | 3 + .../ShockedBreathe/A_ShockedBreathe.uasset | 3 + .../Effects/Switches/A-HeavySwitch.uasset | 3 + .../BP_DynamicSliceObjectSpawner.uasset | 4 +- .../TestSong/DT_MidiEvents.uasset | 4 +- .../TestSong/Molecules/SM_Argon.uasset | 4 +- .../TestSong/Molecules/SM_CO2.uasset | 4 +- .../TestSong/Molecules/SM_Nitrogen.uasset | 4 +- .../Content/Audio/MS_IntroFreeze.uasset | 3 + .../Content/Audio/NewMetaSoundSource.uasset | 3 + .../BP_InventoryRotationHandler.uasset | 3 + .../CommonFunctionsBlueprintLibrary.uasset | 4 +- .../Content/Development/BP_Portal.uasset | 4 +- .../BP_Map_FreezeroomManager.uasset | 3 + .../Content/Maps/EMpty/NewWorld.umap | 3 - .../Content/Maps/Map_Bathrooms.umap | 2 +- .../Content/Maps/Map_Gameworld.umap | 4 +- .../Content/Maps/Map_Outside_Default.umap | 4 +- .../Content/Maps/Map_Room_Kitchen.umap | 2 +- .../Content/Maps/Map_SliceGame.umap | 4 +- .../Content/Maps/Map_Stream_MachineRoom.umap | 2 +- .../Content/Maps/Map_Workspace.umap | 4 +- .../Maps/MotionControllerMap1_BlockOut.umap | 4 +- .../Content/Maps/SL_FreezeRoom.umap | 4 +- .../Content/Test/BP_ScifiLever.uasset | 3 + .../Content/Test/M_SciLever.uasset | 3 + .../Content/Test/SM_PullLever.uasset | 3 + .../Content/Test/SM_PullLever2.uasset | 3 + .../Content/Test/SM_ScifiLeverBox.uasset | 3 + .../Content/Test/T_ScifiLever_D.uasset | 3 + .../Content/Test/T_ScifiLever_M_R.uasset | 3 + .../Content/Test/T_ScifiLever_N.uasset | 3 + .../UI/Inventory/BP_VRInventory.uasset | 4 +- .../UI/MainMenu/UI_Sound/MS_LogoIntro.uasset | 4 +- .../MainMenu/UI_Sound/MS_MainMenuMusic.uasset | 4 +- .../UI/MainMenu/UI_Sound/MS_UIClick.uasset | 4 +- .../UI/MainMenu/UI_Sound/MS_UIConfirm.uasset | 4 +- .../UI/MainMenu/UI_Sound/MS_UIMove.uasset | 4 +- .../MainMenu/UI_Sound/SW_MainMenuMusic.uasset | 4 +- .../Content/VFX/Steam_Smoke/M_Steam.uasset | 3 + .../VFX/Steam_Smoke/NS_SteamBurst.uasset | 3 + .../GraspingHands/GraspingBlendManny.uasset | 4 +- .../Core/Template_VR_Player_Controller.uasset | 4 +- .../ColorChangingButtonComponent.uasset | 4 +- .../Door/BP_DoorTestFromScratch.uasset | 4 +- .../Core/Character/BP_VRCharacter2.uasset | 4 +- .../Gilbert/NewFolder/Gilbert_AnimBP.uasset | 4 +- .../Bathroom/Duck/BP_Duck.uasset | 4 +- .../SM_PaperDispenser_Body.uasset | 4 +- .../SM_PaperDispenser_Lid.uasset | 4 +- .../Bathroom/Toilet/SM_ToiletLid.uasset | 4 +- .../ToiletDoor/DoorActor2_Back.uasset | 4 +- .../ToiletDoor/DoorActor2_Test.uasset | 4 +- .../Bathroom/ToiletDoor/M_ToiletDoor.uasset | 4 +- .../MergedBake_Bake1_PBR_Diffuse.uasset | 4 +- .../Bathroom/ToiletDoor/SM_ClosePin.uasset | 4 +- .../Bathroom/ToiletDoor/SM_Deadbolt.uasset | 4 +- .../ToiletDoor/SM_DeadboltBase.uasset | 4 +- .../Bathroom/ToiletDoor/SM_Frame.uasset | 4 +- .../Bathroom/ToiletDoor/SM_LockPin.uasset | 4 +- .../Bathroom/ToiletDoor/SM_ToiletDoor.uasset | 4 +- .../ToiletDoor/SM_ToiletDoorHandle.uasset | 4 +- .../ToiletDoor/SM_ToiletDoorIndicator.uasset | 4 +- .../SM_ToiletDoorIndicatorBase.uasset | 4 +- .../Bathroom/VentCover/M_VentCover.uasset | 4 +- .../Bathroom/VentCover/SM_VentCover.uasset | 4 +- .../Electrical/Recorder/BP_Cassette.uasset | 4 +- .../Electrical/Recorder/BP_Recorder.uasset | 4 +- .../Recorder_Bake_ao_1_low_007.uasset | 4 +- .../ALAS3_Final_PBR_Diffuse.uasset | 3 - .../ALAS3_Final_PBR_Mat.uasset | 3 - .../ALAS3_Final_PBR_Normal.uasset | 3 - .../FreezingChamber/AlphaEmission.uasset | 3 - .../FreezingChamber/BP_FreezingChamber.uasset | 4 +- .../FreezingChamber/Cylinder_056.uasset | 3 - .../FreezingChamber/Cylinder_057.uasset | 3 - .../FreezingChamber/Cylinder_058.uasset | 3 - .../FreezingChamber/FreezingChamber_D.uasset | 3 + .../FreezingChamber/M_FreezingChamber.uasset | 3 + .../FreezingChamber/Material_021.uasset | 3 - .../MetalRoughnessTransmission.uasset | 3 - .../SM-ChmaberButtonBox.uasset | 3 + .../FreezingChamber/SM_ChamberBody.uasset | 3 + .../FreezingChamber/SM_ChamberButton.uasset | 3 + .../FreezingChamber/SM_ChamberDoorLeft.uasset | 3 + .../SM_ChamberDoorRight.uasset | 3 + .../FreezingChamber/T_AlphaEmission.uasset | 3 + .../T_FreezingChamber_N.uasset | 3 + .../T_MetalRoughnessTransmission.uasset | 3 + .../Chair1/painted_wooden_chair_02.uasset | 4 +- .../Master/M_WorldAlignedBump.uasset | 4 +- .../BP_ScreenShakeComponent.uasset | 3 + .../ScreenShake/MPC_ScreenShake.uasset | 3 + .../ScreenShake/M_PP_ScreenShake.uasset | 3 + .../ScreenShake/S_ScreenShake.uasset | 3 + .../World/Static/Lights/BP_Light.uasset | 4 +- .../Lights/ScifiLamp/M_ScifiLamp.uasset | 4 +- .../Content/World/Static/Siren/Siren.uasset | 4 +- .../Static/Splines/Pipes/90Degree-Big.uasset | 4 +- .../Splines/Pipes/90Degree-Small.uasset | 4 +- .../Static/Splines/Pipes/Half-X-Pipe.uasset | 4 +- .../Static/Splines/Pipes/Straight.uasset | 4 +- .../ChamberStair/Freezing_Chamber3.uasset | 4 +- .../VRExpansionEditor.Build.cs | 2 +- .../Misc/OptionalRepSkeletalMeshActor.cpp | 154 +++++++++++++----- .../Private/Misc/VRFullScreenUserWidget.cpp | 4 +- .../VRExpansionPlugin.Build.cs | 4 +- .../VRExpansionPlugin.uplugin | 22 +-- .../VRExpPluginExample.uproject | 4 + 116 files changed, 363 insertions(+), 213 deletions(-) create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Atmospheres/A_Atmosphere_2.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/551437__zhr__heartbeat-glued.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/551437__zhr__heartbeat-glued_Cue.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/A_SteamReleaseValve.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/Alarms/Alarm_Freezeroom/A_Alarm_Freezeroom.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/Player/Breathe/A_Breathe.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/Player/Heartbeat/A_Hearbeat.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/Player/Heartbeat/A_Heartbeat_Cue.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/Player/ShockedBreathe/A_ShockedBreathe.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/Effects/Switches/A-HeavySwitch.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/MS_IntroFreeze.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Audio/NewMetaSoundSource.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/BP_InventoryRotationHandler.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/LevelManagers/BP_Map_FreezeroomManager.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/Maps/EMpty/NewWorld.umap create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/BP_ScifiLever.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/M_SciLever.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/SM_PullLever.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/SM_PullLever2.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/SM_ScifiLeverBox.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/T_ScifiLever_D.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/T_ScifiLever_M_R.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/Test/T_ScifiLever_N.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/VFX/Steam_Smoke/M_Steam.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/VFX/Steam_Smoke/NS_SteamBurst.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/ALAS3_Final_PBR_Diffuse.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/ALAS3_Final_PBR_Mat.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/ALAS3_Final_PBR_Normal.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/AlphaEmission.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/Cylinder_056.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/Cylinder_057.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/Cylinder_058.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/FreezingChamber_D.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/M_FreezingChamber.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/Material_021.uasset delete mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/MetalRoughnessTransmission.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/SM-ChmaberButtonBox.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/SM_ChamberBody.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/SM_ChamberButton.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/SM_ChamberDoorLeft.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/SM_ChamberDoorRight.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/T_AlphaEmission.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/T_FreezingChamber_N.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Interactibles/FreezingChamber/T_MetalRoughnessTransmission.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Materials/PostProcess/ScreenShake/BP_ScreenShakeComponent.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Materials/PostProcess/ScreenShake/MPC_ScreenShake.uasset create mode 100644 VIRTUOS_ExpansionPluginTests/Content/World/Materials/PostProcess/ScreenShake/M_PP_ScreenShake.uasset create mode 100644 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sha256:e396557ebd2e3d6c97af71a9c724ecb925821bca9f755d12b3be77453b16733f +size 1447 diff --git a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionEditor/VRExpansionEditor.Build.cs b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionEditor/VRExpansionEditor.Build.cs index b1e872e..92b9300 100644 --- a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionEditor/VRExpansionEditor.Build.cs +++ b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionEditor/VRExpansionEditor.Build.cs @@ -30,7 +30,7 @@ namespace UnrealBuildTool.Rules "Engine", "Core", "CoreUObject", - "VRExpansionPlugin" + "VRExpansionPlugin", } ); diff --git a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/OptionalRepSkeletalMeshActor.cpp b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/OptionalRepSkeletalMeshActor.cpp index 199c9f0..396af40 100644 --- a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/OptionalRepSkeletalMeshActor.cpp +++ b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/OptionalRepSkeletalMeshActor.cpp @@ -384,6 +384,11 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr return; } + if (InOutBoneSpaceTransforms.Num() == 0) + { + return; + } + // Get the scene, and do nothing if we can't get one. FPhysScene* PhysScene = nullptr; if (GetWorld() != nullptr) @@ -417,23 +422,50 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr FTransform TM; }; + + // This will update both InOutComponentSpaceTransforms and InOutBoneSpaceTransforms for every + // required bone, leaving any others unchanged. FPhysicsCommand::ExecuteRead(this, [&]() { - bool bSetParentScale = false; - const bool bSimulatedRootBody = Bodies.IsValidIndex(RootBodyData.BodyIndex) && Bodies[RootBodyData.BodyIndex]->IsInstanceSimulatingPhysics(); - const FTransform NewComponentToWorld = bSimulatedRootBody ? GetComponentTransformFromBodyInstance(Bodies[RootBodyData.BodyIndex]) : FTransform::Identity; + // Note that IsInstanceSimulatingPhysics returns false for kinematic bodies, so + // bSimulatedRootBody means "is the root physics body dynamic" (not the same as the root bone) + const bool bSimulatedRootBody = Bodies.IsValidIndex(RootBodyData.BodyIndex) && + Bodies[RootBodyData.BodyIndex]->IsInstanceSimulatingPhysics(); - // For each bone - see if we need to provide some data for it. + // Get the anticipated component transform - noting that if PhysicsTransformUpdateMode is + // set to SimulationUpatesComponentTransform then this will come from the simulation. + const FTransform NewComponentTransform = GetComponentTransformFromBodyInstance(Bodies[RootBodyData.BodyIndex]); + + // Get component scale. If we have a body on the root bone, this will be the scale applied + // to its relative physics position. + FVector TotalScale3D = GetComponentTransform().GetScale3D(); + FVector RecipScale3D = TotalScale3D.Reciprocal(); + + // For bodies that are not at the root bone, we will also need to apply the inverse of + // the root bone scale to the body positions reported by physics. We will update the + // scale below when we have processed the body on the root bone (if there is one) + const FVector RootBoneScale = InOutBoneSpaceTransforms[0].GetScale3D(); + const bool bUnitScaledRootBone = RootBoneScale.Equals(FVector(1, 1, 1), UE_SMALL_NUMBER); + bool bHaveSetParentScale = bUnitScaledRootBone; // We don't need to change the scale if root has no scale + + // For each bone: + // * Update the WorldBoneTMs entry + // * Update InOutBoneSpaceTransforms, using the physics blend weights + // * Update InOutComponentSpaceTransforms using transforms calculated from the bone space transforms + // + // This prevents intermediate physics blend weights from "breaking" joints (e.g. if the + // weight was just applied in world space). for (int32 i = 0; i < InRequiredBones.Num(); i++) { + // Gets set to true if we have a valid body and the skeletal mesh option has been set to + // be driven by kinematic body parts. + bool bDriveMeshWhenKinematic = false; + int32 BoneIndex = InRequiredBones[i]; - // See if this is a physics bone.. - int32 BodyIndex = PhysicsAsset->FindBodyIndex(GetSkeletalMeshAsset()->GetRefSkeleton().GetBoneName(BoneIndex)); - // need to update back to physics so that physics knows where it was after blending - FBodyInstance* PhysicsAssetBodyInstance = nullptr; - + // See if this is a physics bone - i.e. if there is a body registered to/associated with it. // If so - get its world space matrix and its parents world space matrix and calc relative atom. + int32 BodyIndex = PhysicsAsset->FindBodyIndex(GetSkeletalMeshAsset()->GetRefSkeleton().GetBoneName(BoneIndex)); if (BodyIndex != INDEX_NONE) { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) @@ -447,10 +479,27 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr continue; } #endif - PhysicsAssetBodyInstance = Bodies[BodyIndex]; + FBodyInstance* PhysicsAssetBodyInstance = Bodies[BodyIndex]; - //if simulated body copy back and blend with animation - if (PhysicsAssetBodyInstance->IsInstanceSimulatingPhysics()) + // If this body is welded to something, it will not have an updated transform so we will use the + // bone transform. This means that if the mesh continues to play an animation, the pose will not + // match the pose when the weld happened. Ideally we would restore the relative transform at the + // time of the weld, but we do not explicitly store that data (though it could perhaps be + // recovered from the collision geometry hierarchy, it's easy to just not animate.) + if (PhysicsAssetBodyInstance->WeldParent != nullptr) + { + BodyIndex = INDEX_NONE; + } + + bDriveMeshWhenKinematic = + bUpdateMeshWhenKinematic && + PhysicsAssetBodyInstance->IsValidBodyInstance(); + + // Only process this bone if it is simulated, or required due to the bDriveMeshWhenKinematic flag + // Also, if the root bone is scaled, we need to update WorldBoneTMs, even for Kinematics that are + // not blended into the output because they may be a parent body of a dynamic body + const bool bIsSimulatingPhysics = PhysicsAssetBodyInstance->IsInstanceSimulatingPhysics(); + if (bIsSimulatingPhysics || bDriveMeshWhenKinematic || !bUnitScaledRootBone) { FTransform PhysTM = PhysicsAssetBodyInstance->GetUnrealWorldTransform_AssumesLocked(); @@ -458,25 +507,60 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr WorldBoneTMs[BoneIndex].TM = PhysTM; WorldBoneTMs[BoneIndex].bUpToDate = true; - float UsePhysWeight = (bBlendPhysics) ? 1.f : PhysicsAssetBodyInstance->PhysicsBlendWeight; - - // if the body instance is disabled, then we want to use the animation transform and ignore the physics one if (PhysicsAssetBodyInstance->IsPhysicsDisabled()) { - UsePhysWeight = 0.0f; + continue; } - // Find this bones parent matrix. - FTransform ParentWorldTM; + // NOTE: if the root bone is scaled we need to update the WorldBoneTMs above for both + // kinematic and dynamic bodies so that the parent pose calculation below is correct. + // For kinematics that are not blended into the output pose, we are done here + if (!bIsSimulatingPhysics && !bDriveMeshWhenKinematic) + { + continue; + } - // if we wan't 'full weight' we just find - if (UsePhysWeight > 0.f) + // Bodies that are not on the root bone must have the position reported by physics + // inverse scaled by the root bone scale. + if ((BoneIndex > 0) && !bHaveSetParentScale) + { + TotalScale3D *= RootBoneScale; + RecipScale3D = TotalScale3D.Reciprocal(); + bHaveSetParentScale = true; + } + + // Note that bBlendPhysics is a flag that is used to force use of the physics + // body, irrespective of whether they are simulated or not, or the value of the + // physics blend weight. + // + // Note that the existence of kinematic body parts towards/at the root can be a + // problem when they have a blend weight of zero in the asset, which is the + // default. This will result in InOutBoneSpaceTransforms not including the + // transform offset that goes to the real-world physics locations of body parts, + // so rag-dolls (etc) will get translated with the movement component. If this + // happens and is not the desired behavior, the solution to this is for the + // owner to explicitly set the physics blend weight of kinematic parts to one. + float PhysicsBlendWeight = bBlendPhysics ? 1.f : PhysicsAssetBodyInstance->PhysicsBlendWeight; + + // If the body instance is disabled, then we want to use the animation transform + // and ignore the physics one + if (PhysicsAssetBodyInstance->IsPhysicsDisabled()) + { + PhysicsBlendWeight = 0.0f; + } + + // Only do the calculations here if there is a PhysicsBlendWeight, since in the + // end we will use this weight to blend from the input/animation value to the + // physical one. + if (PhysicsBlendWeight > 0.f) { if (!(ensure(InOutBoneSpaceTransforms.Num()))) { continue; } + // Find the transform of the parent of this bone. + FTransform ParentWorldTM; if (BoneIndex == 0) { ParentWorldTM = LocalToWorldTM; @@ -489,25 +573,17 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr ParentWorldTM = WorldBoneTMs[ParentIndex].TM; } - - // Then calc rel TM and convert to atom. + // Calculate the relative transform of the current and parent (physical) bones. FTransform RelTM = PhysTM.GetRelativeTransform(ParentWorldTM); - RelTM.RemoveScaling(); + RelTM.RemoveScaling(); // NOTE: this also normalizes the rotation FQuat RelRot(RelTM.GetRotation()); FVector RelPos = RecipScale3D * RelTM.GetLocation(); - FTransform PhysAtom = FTransform(RelRot, RelPos, InOutBoneSpaceTransforms[BoneIndex].GetScale3D()); + FTransform PhysicalBoneSpaceTransform = FTransform( + RelRot, RelPos, InOutBoneSpaceTransforms[BoneIndex].GetScale3D()); // Now blend in this atom. See if we are forcing this bone to always be blended in - InOutBoneSpaceTransforms[BoneIndex].Blend(InOutBoneSpaceTransforms[BoneIndex], PhysAtom, UsePhysWeight); - - if (!bSetParentScale) - { - //We must update RecipScale3D based on the atom scale of the root - TotalScale3D *= InOutBoneSpaceTransforms[0].GetScale3D(); - RecipScale3D = TotalScale3D.Reciprocal(); - bSetParentScale = true; - } - + InOutBoneSpaceTransforms[BoneIndex].Blend( + InOutBoneSpaceTransforms[BoneIndex], PhysicalBoneSpaceTransform, PhysicsBlendWeight); } } } @@ -517,7 +593,8 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr continue; } - // Update SpaceBases entry for this bone now + // Update InOutComponentSpaceTransforms entry for this bone now - it will be the parent + // component-space transform, offset with the current bone-space transform. if (BoneIndex == 0) { if (!(ensure(InOutBoneSpaceTransforms.Num()))) @@ -528,7 +605,7 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr } else { - if (bLocalSpaceKinematics || BodyIndex == INDEX_NONE || Bodies[BodyIndex]->IsInstanceSimulatingPhysics()) + if (bDriveMeshWhenKinematic || bLocalSpaceKinematics || BodyIndex == INDEX_NONE || Bodies[BodyIndex]->IsInstanceSimulatingPhysics()) { if (!(ensure(BoneIndex < InOutBoneSpaceTransforms.Num()))) { @@ -541,14 +618,15 @@ void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR(const TArr * Normalize rotations. * We want to remove any loss of precision due to accumulation of error. * i.e. A componentSpace transform is the accumulation of all of its local space parents. The further down the chain, the greater the error. - * SpaceBases are used by external systems, we feed this to Physics, send this to gameplay through bone and socket queries, etc. + * SpaceBases are used by external systems, we feed this to PhysX, send this to gameplay through bone and socket queries, etc. * So this is a good place to make sure all transforms are normalized. */ InOutComponentSpaceTransforms[BoneIndex].NormalizeRotation(); } else if (bSimulatedRootBody) { - InOutComponentSpaceTransforms[BoneIndex] = Bodies[BodyIndex]->GetUnrealWorldTransform_AssumesLocked().GetRelativeTransform(NewComponentToWorld); + InOutComponentSpaceTransforms[BoneIndex] = + Bodies[BodyIndex]->GetUnrealWorldTransform_AssumesLocked().GetRelativeTransform(NewComponentTransform); } } } diff --git a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/VRFullScreenUserWidget.cpp b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/VRFullScreenUserWidget.cpp index 014b349..da77ea8 100644 --- a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/VRFullScreenUserWidget.cpp +++ b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Misc/VRFullScreenUserWidget.cpp @@ -683,8 +683,8 @@ float FVRFullScreenUserWidget_PostProcess::GetDPIScaleForPostProcessHitTester(TW FSceneViewport* Viewport = nullptr; if (ensure(World.IsValid()) && World->IsGameWorld()) { - UGameViewportClient* ViewportClient = World->GetGameViewport(); - Viewport = ensure(ViewportClient) ? ViewportClient->GetGameViewport() : nullptr; + UGameViewportClient* ViewportClient = World->GetGameViewport(); + Viewport = ViewportClient ? ViewportClient->GetGameViewport() : nullptr; } #if WITH_EDITOR diff --git a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/VRExpansionPlugin.Build.cs b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/VRExpansionPlugin.Build.cs index e666362..56a0175 100644 --- a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/VRExpansionPlugin.Build.cs +++ b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/VRExpansionPlugin.Build.cs @@ -69,7 +69,7 @@ public class VRExpansionPlugin : ModuleRules "AnimGraphRuntime", "XRBase", "GameplayTags", - "Mover", + "Mover" }); //if(Target.bUseChaos) @@ -92,7 +92,7 @@ public class VRExpansionPlugin : ModuleRules "ApplicationCore", "RenderCore", // "ShaderCore", - "NetworkReplayStreaming", + "NetworkReplayStreaming" //"Renderer", // "UtilityShaders" }); diff --git a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/VRExpansionPlugin.uplugin b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/VRExpansionPlugin.uplugin index a25dd5d..f7e3843 100644 --- a/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/VRExpansionPlugin.uplugin +++ b/VIRTUOS_ExpansionPluginTests/Plugins/VRExpansionPlugin/VRExpansionPlugin.uplugin @@ -15,22 +15,22 @@ "IsBetaVersion": false, "Installed": true, "SupportedTargetPlatforms": [ - "Win64", - "Linux", - "Android", - "Mac", - "IOS" - ], + "Win64", + "Linux", + "Android", + "Mac", + "IOS" + ], "Modules": [ { "Name": "VRExpansionPlugin", "Type": "RunTime", "LoadingPhase": "Default" }, - { + { "Name": "VRExpansionEditor", "Type": "UnCookedOnly", - "LoadingPhase": "PostEngineInit" + "LoadingPhase": "PostEngineInit" } ], "Plugins": [ @@ -45,10 +45,6 @@ { "Name": "Mover", "Enabled": true - }, - { - "Name": "SPUD", - "Enabled": true } ] -} +} \ No newline at end of file diff --git a/VIRTUOS_ExpansionPluginTests/VRExpPluginExample.uproject b/VIRTUOS_ExpansionPluginTests/VRExpPluginExample.uproject index 145cbc4..75ea3a4 100644 --- a/VIRTUOS_ExpansionPluginTests/VRExpPluginExample.uproject +++ b/VIRTUOS_ExpansionPluginTests/VRExpPluginExample.uproject @@ -114,6 +114,10 @@ { "Name": "GPULightmass", "Enabled": true + }, + { + "Name": "HttpBlueprint", + "Enabled": true } ], "TargetPlatforms": [