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Merge pull request #3 from dortamur/feature/0.9.6-updates
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Version 0.9.6 release changes
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dortamur authored Nov 29, 2024
2 parents 1e68ceb + aed9e59 commit d6c5e30
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7 changes: 4 additions & 3 deletions README.md
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Expand Up @@ -3,7 +3,7 @@
<img align="right" src="Resources/Icon128.png"/>This is a [mod for Satisfactory](https://ficsit.app/mod/UEVREnhancements) intended to accompany Praydog's [Unreal Engine Virtual Reality (UEVR) Tool](https://uevr.io/), to provide VR-specific UI and interaction enhancements, to make playing Satisfactory in VR more practical and enjoyable.

**This mod does not enable VR! It adds VR controls and interactions.** You will also need:
- A recent [nightly build](https://github.com/praydog/UEVR-nightly/releases) of the UEVR Tool
- Version [1.05 or newer](https://github.com/praydog/UEVR/releases) of the UEVR Tool
- The Satisfactory profile for UEVR depending on where you bought Satisfactory:
- [UEVR Profile for Steam Satisfactory](https://github.com/dortamur/satisfactory-uevr-enhancements/raw/master/UEVR/FactoryGameSteam-Win64-Shipping.zip)
- [UEVR Profile for Epic Store Satisfactory](https://github.com/dortamur/satisfactory-uevr-enhancements/raw/master/UEVR/FactoryGameEGS-Win64-Shipping.zip).
Expand All @@ -22,7 +22,7 @@ For further information, see:
- [Multiplayer](https://github.com/dortamur/satisfactory-uevr-enhancements/wiki/Multiplayer)
- [Roadmap](https://github.com/dortamur/satisfactory-uevr-enhancements/wiki/Roadmap)

Check out the [Video Guide](https://www.youtube.com/watch?v=5PAEs0eoGuk) to see the mod in action!
Check out the [Video Guide](https://www.youtube.com/watch?v=5PAEs0eoGuk), or [pop by my twitch channel](https://www.twitch.tv/dortamur) to see the mod in action!

## Support this project

Expand All @@ -33,7 +33,8 @@ If you're interested in purchasing a Quest VR headset, using my [referral link](
If you'd like to help out with development, the mod source is available on [github](https://github.com/dortamur/satisfactory-uevr-enhancements).
If you'd like to help with testing updates before they are released, join the [#sf-join](https://discord.com/channels/747967102895390741/1247534737585864745) channel on the [Flat2VR Community](https://flat2vr.com/).

You can contact me on Discord on the [Satisfactory Modding server](https://discord.gg/xkVJ73E) or [Flat2VR Community](https://flat2vr.com/).
You can contact me on Discord on the [Satisfactory Modding server](https://discord.gg/xkVJ73E) or [Flat2VR Community](https://flat2vr.com/), or catch me [live on twitch](https://www.twitch.tv/dortamur)!

## Credits

- Almine for sharing UE5 and Satisfactory mod techniques and code, and working on his own [Satisfactory VR prototype](https://github.com/Almine2/SatisfactoryVRPlugins)
Expand Down
62 changes: 59 additions & 3 deletions UEVR/FactoryGame-Win64-Shipping/scripts/UEVREnhancements.lua
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@@ -1,5 +1,5 @@
-- Profile version to match against UEVR Enhancements mod expected version
local uevr_profile_version = 'v0.9.5-1'
local uevr_profile_version = 'v0.9.6-2'

local log_functions = uevr.params.functions

Expand All @@ -20,11 +20,13 @@ local last_world
local last_level
local player_state
local game_aim_mode = false
local ui_interact_mode = false
local movement_mode = -1

local function update_aim_mode()
-- Interaction mode changed!! Update UEVR Input Aim mode
game_aim_mode = uevr_bridge.GameAimMode
vr_log('Interaction changed: '..tostring(game_aim_mode))
vr_log('Aim Method changed: '..tostring(game_aim_mode))

if (game_aim_mode == true) then
-- uevr.params.vr:set_mod_value("VR_AimMethod","1")
Expand All @@ -36,6 +38,42 @@ local function update_aim_mode()
end
end

local function update_movement_mode()
-- Interaction mode changed!! Update UEVR Input Aim mode
movement_mode = uevr_bridge.MovementMode
vr_log('Movement Mode changed: '..tostring(movement_mode))

-- uevr.params.vr:set_mod_value("VR_AimMethod","1")
uevr.params.vr.set_mod_value("VR_MovementOrientation",movement_mode)
-- uevr.params.vr.set_movement_orientation()
end

local function update_haptics()
local vr = uevr.params.vr

if (uevr_bridge.HapticsLeftPending) then
-- vr_log('Haptics Left Update!')
local source_handle = vr.get_left_joystick_source()
uevr_bridge.HapticsLeftPending = false
local duration = uevr_bridge.haptics_left_duration
local frequency = uevr_bridge.haptics_left_frequency
local amplitude = uevr_bridge.haptics_left_amplitude
vr_log('Haptics Left: '..tostring(duration)..', '..tostring(frequency)..', '..tostring(amplitude))
vr.trigger_haptic_vibration(0.0, duration, frequency, amplitude, source_handle)
end

if (uevr_bridge.HapticsRightPending) then
-- vr_log('Haptics Right Update!')
local source_handle = vr.get_right_joystick_source()
uevr_bridge.HapticsRightPending = false
local duration = uevr_bridge.haptics_right_duration
local frequency = uevr_bridge.haptics_right_frequency
local amplitude = uevr_bridge.haptics_right_amplitude
vr_log('Haptics Right: '..tostring(duration)..', '..tostring(frequency)..', '..tostring(amplitude))
vr.trigger_haptic_vibration(0.0, duration, frequency, amplitude, source_handle)
end
end

local function init_bridge()
local mod_subsystem_c = api:find_uobject("Class /Script/SML.ModSubsystem")
if mod_subsystem_c == nil then
Expand Down Expand Up @@ -69,6 +107,9 @@ local function init_bridge()
-- Update Aim mode to initial state
update_aim_mode()

-- Update movement mode to initial state
update_movement_mode()

if false then
-- vr_print("UEVRBridge Event Dispatch: "..uevr_bridge:as_class(UEVR_BlueprintGeneratedClass))
-- Init UI Interaction hook
Expand Down Expand Up @@ -212,8 +253,23 @@ uevr.sdk.callbacks.on_pre_engine_tick(function(engine, delta)
end

if (uevr_bridge.GameAimMode ~= game_aim_mode) then
-- Interaction mode changed!! Update UEVR Input Aim mode
-- Interaction/Vehicle mode changed!! Update UEVR Input Aim mode
update_aim_mode()
end

if (uevr_bridge.UIInteractMode ~= ui_interact_mode) then
-- Different from Game mode - just UI Interaction mode, for streaming stabilisation switch
ui_interact_mode = uevr_bridge.UIInteractMode
vr_log('UI Interact Change [UIInteract='..tostring(ui_interact_mode)..']')
end

if (uevr_bridge.MovementMode ~= movement_mode) then
-- Interaction mode changed!! Update UEVR Input Aim mode
update_movement_mode()
end

if (uevr_bridge.HapticsLeftPending or uevr_bridge.HapticsRightPending) then
update_haptics()
end

end)
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4 changes: 2 additions & 2 deletions UEVREnhancements.uplugin
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 0,
"VersionName": "0.9.6-r20241028",
"VersionName": "0.9.6",
"FriendlyName": "UEVR Enhancements",
"Description": "Controller support and other enhancements for using the UEVR Plugin with Satisfactory",
"Category": "Modding",
Expand All @@ -28,7 +28,7 @@
"LoadingPhase": "Default"
}
],
"SemVersion": "0.9.6-r20241028",
"SemVersion": "0.9.6",
"AcceptsAnyRemoteVersion": true,
"GameVersion": ">=365306",
"RequiredOnRemote": false
Expand Down

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