[BUG] Sequencer incompatible with motion controllers.

We’ve started working on a VR related replay system using sequencer, but it seems to be unable to track the motion controllers properly. It appears to try to track both controllers, but treats the hands as one transform when playing back. They vibrate rapidly in the vague center of the two intended points, moving as one combined mesh instead of two instances. We’ve tried setting sequencer to record the motioncontrollercomponent inputs, but that didn’t really help either. We’re going to try to find a workaround, but some insight would be greatly appreciated.

Another issue we’ve found was related to the new AttachToComponent functionality. Using FAttachTransformRules::KeepWorldTransform does not function the same as EAttachLocation::KeepWorldPosition did before within AttachRootComponentTo. Our left hand works fine, but our right hand, which uses a flipped mesh, causes the grabbed object to flip every time it is grabbed. We resolved it by simply flipping our GrabComponent to counter the mesh flip, but it is still an issue worth bringing up to your team.

Thanks

It would also be useful to know if there is a way to render a separate camera to the desktop view, much like some Unity projects and other VR games have been able to do. This would make a “Spectator” view much easier to implement, as well as improve our ability to record gameplay and the like. Is there currently some functionality that works in that way? We’ve tried using Matinee and Sequencer, but it always binds to the player camera when we try to render. Haven’t found anything online so far either.

Thanks again.

Hello ,

I noticed that you have a couple of different requests in your posts. I will need you to create a new thread for the other question (about the camera). You could post a link in a reply for tracking purposes. As for the issue with the tracking for the motion controllers, I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any setting/blueprints that may be involved with this issue?

Hey Rudy,

We’ve moved the other two issues to the threads linked here, sorry about that.
[AttachToComponent Issue][1]
[3rd Person VR Issue][2]

As for the current issue, we were able to recreate it quite easily in a clean project. Simply set up a VR player the same way as usual. VR Origin attached to the root. Camera and both controllers attached to that. Meshes attached to the controllers. Then just set up sequencer to record that actor, and when you try to play it back it just twitches and freaks out.

94737-pawnbp.png

Hello ,

Thank you for the additional information. However, I would like to insure that we are having the same results. Would it be possible for you to zip down a sample project that is having this issue so that I could take a closer look at your exact setup?

Hey Rudy,

Here is a very simple project involving a pawn with motion controls and a sequence recording. There already is a recording there that you can play but you should be able to make your own recordings too. The way I recorded was: add new recording → pressed play in VR → Set actor to record to pawnBP → clicked record → and then moved my arms around.

I could not upload the project directly here so here is a google drive link.
SequencerTest

Please let me know if you need more information.

Hello ,

I tried using the link that you provided above. However, the permissions do not appear to be set so that I can access the project. Could you go in and change the permissions for the link so that I can get access?

Hey Rudy,

I just granted you access, sorry about that.

Hello ,

After taking a look at your project I was able to reproduce this issue on our end. I have written up a report ( UE-32686) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

Hey Rudy,
Any updates on this bug report?

I have provided a link to the public tracker. Please feel free to use the provided link for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-32686)

Make it a great day

It’s still not fixed yet. In 4.18. In 2017. Common guys, we need this working!

Hello Acrossfy,

When playing the recorded sequence back in the editor the hands are not in the level. This means that they will not show up. However, you do PIE (play in editor) and call the recorded sequencer to have it play, you will see that the hands have been recorded.

Example:

In this example I have clicked play in editor and then I ejected from the pawn. From there I simply clicked the play button on the sequence. From there you will be able to see that the hands have been recorded.

I hope that this information helps.

NOTE You will need to remove the pawn that is in the level by default so that there are not two sets of hands/VRpawns in the level.

Make it a great day

hi @Rudy Q :diamonds::diamonds: i have the same issue, but hands missing. could u tell me how did you do this ? should i add hand mesh in level ?