Unreal Engine 4
PS Move UE4 Plugin – A cheaper alternative for VR motion controls
(I should note the PS Move API already has a Unity binding!)
I couldn’t find a Razer Hydra for a decent price, so after some checking and finding the PS Move API, I went ahead and started working on a plugin for UE4 (based on Getnamo’s Hydra plugin, so the interface will be largely the same, so those devs supporting the Hydra can add support for Move easily).
One neat thing is that the API can support up to 3 cameras, and up to 5 move controllers.
Move controllers are quite cheap on eBay and even new right now, so I think it’s a good option for those of us who can’t get a Hydra and need to prototype.
I’m still in the stages of getting the plugin set up, but it shouldn’t be more than a few days until a basic version is ready to test.
Here’s the repo for the move plugin: https://github.com/ChairGraveyard/move-ue4-plugin[1]
Any devs with Hydra support that would like to support the Move also, let me know, and I’d be happy to test and help get it set up.
I think doing this now will be good as more people come on board with the Rift, and need motion controls, as there aren’t many readily available options that don’t cost a lot (and supply of Hydras will continue to drop).
Also it provides some neat opportunities with multiple cameras, and even using it in conjunction with Hydras as extra tracking points (I plan to get a second camera, for instance, and strap a move controller to each foot for a ghetto version of the StompzVR).
The Dungeon Lives
(This progress report is actually several days old, and represents where the project was at then. There has been additional work since then, which I’ll detail in another post.)
Since I started working on The Dungeon Survival Project in Unreal Engine 4, I have put in:
* Gathering assets I can use to prototype, mostly free with some packs like the Beggar and the fantasy props thrown in, and some dungeon piece packs.
* Basic inventory (networked), customized to drop the item from your hand, including system for showing the item in your hand when it’s picked up (update: this is now fully working, item is picked up and dropped from/to hand, ). Using the items, especially food, to recover the ever-ticking down hunger, also done!
* Basic hunger system, with framework for WIP thirst system. Hunger has a meter, then goes into starvation. After starvation hits 0 it starts ticking damage on the player. (Lots of plans for additional gameplay for this, still WIP).
* True first person
* Beggar character model with animations (I exported the animations, clipped some to create new ones, and learned the animation system in the process) to replace the default guy
* Torch with fire effects and light source (with life-size-ish flame)
* My own animation (I’m not an artist) that makes it so the character holds the torch out, which blends with the walk/jump/idle etc, and ensures the fire effect doesn’t block the player view.
* Preliminary IK setup (needs to have a PHaT asset created for the character to work well), brushed up on PHaT a little bit.
* Imported about 100 of the props from a pack I have into the engine and hooked up materials for them
* Early physics door (bump into it to make it swing open) with a neat little door asset.
* Been working on hooking up the dungeon rooms and hallways I’m going to use, hooked up materials and collision for many of these.



