https://www.youtube.com/watch?v=SpqH4TNnYJc

The Unreal Engine 4 implementation is similar the the Unity plugin in that it uses the Skeleton API to immerse the player in the game. The plugin uses a class and an animation blueprint to in order to complete this task.

The Class Blueprint

This blueprint uses the Unreal Engine PrioVR plugin, and a prebuilt PrioVR Character C++ class to control the character. This makes things quite simple since it takes just four functions to integrate PrioVR into your Unreal project. Calling Start from Event Begin Play, Update from Event Tick after Update perform a raycast from the player’s location to the ground level to set the player's height, in conjunction with SetHipsHeight, and Stop on Event End PlayStart sets up the players skeleton based off of the suit layout, player age or height, and communication port offset specified by the developer. Update grabs all of the rotations from the Skeleton and in junction with the Animation Blueprint rotates the player model, as well as performs the pedestrian tracking to move the player. SetHipsHeight sets the player's height based off of the the lowest body part given from the class blueprint and the ground level determined by the raycast. Stop disables the streaming of the skeleton to the model. This entire blueprint will also be available for download for quick integration of PrioVR in your project, and easy customization.

The Animation Blueprint

The animation blueprint uses the rotation data from its corresponding class blueprint and applies that rotation to the model. In order to do this, the animation blueprint modifies the bones that have sensors associated with them using the rotation channel of Unreal’s Transform (Modify) Bone. The picture above is for a PrioVR Core suit layout.

Question & Answer

Q: The Gantt chart and discrepancies with the “ready for manufacturing” statement?

When we said ready for manufacturing we meant that all the designs have been finalized, however, there are part lead times which are including in the times for manufacturing on the Gantt chart.

Q: What about the third party investors you talked about earlier?

No new news from them. We will update you when we receive any information.