In the Project Settings window (from the Edit menu), you can enable 'Full Debug Logging' or 'Error Debug Logging'. These will help you get more information from cognitiveVR components
Converting a Blueprint Project to C++¶
This assumes you have Visual Studio set up to develop for C++. From the Unreal Docs:
It's important to note that Visual Studio 2015 (VS2015) doesn't install C++ tooling support by default. When installing VS2015, choose Custom installation and then choose the C++ components that you'll need for your workflow. If you've already installed Visual Studio 2015, choose File > New > Project > C++ to install C++.
This is an example of how the root folder should look when the project has C++ enabled. Notice the Binaries, Intermediate and Source folders.
To enable C++ in the project, open the project. In the Content Browser, press 'Add New' and select 'New C++ Class...'
In this example, the parent class 'None' is fine. Press Next.
Name your class whatever you would like. This class can safely be deleted later. Press Create Class.
This should create the Binaries, Intermediate and Source folders in your project root. Your project now has C++ enabled and can use plugins!
Some textures don't appear correctly on SceneExplorer.com¶
- This is a known bug. It is related to special characters in the names of texture and/or materials in Unreal.
- ä, á â, ã and other special characters may not correctly keep their references when using Blender to decimate your scene.
- Replacing these characters in these texture/materials names in Unreal with ascii characters should fix this issue. After replacing these characters, make sure to export your scene again.
- Alternatively, modifying the exported .mtl and .obj files can fix the references to these textures and/or materials. Only try this if you are familiar with the .mtl and .obj file formats.
- Really complex materials in Unreal may not correctly find the diffuse texture required to display in SceneExplorer.
- Masked and Translucent materials do not seem to export the referenced textures correctly. They are exported as single red pixels. This may be related to Alpha and Transparency channels on the textures.
- If this occurs, try to avoid exporting Masked and Translucent materials. If you have the source files for the image as a png, you could replace the incorrect red pixel image with your source file.
Why is my camera so slow?¶
- The camera might not be slow - the Unreal scene might be giant!
- Due to the scale used in Unreal, you must include the settings.json file that is created when running Blender to reduce scene geometry. The contents of this file are
Do I really need Blender?¶
- Technically no; however, reducing your scene's complexity makes the scene load much faster when viewed on SceneExplorer.com. You could use other methods and programs to simplify your scene, such as Simplygon. If you use an alternate method, make sure to include the settings.json file (see above) when uploading to SceneExplorer.com.
Some meshes are not exported¶
- The Scene Export settings will only export actors with a non-movable StaticMeshComponent by default.
- Minimum Export Size allows you to skip exporting small meshes that are not significant to your scene. If some of your meshes are not being exported, it is likely they are below this size threshold.
- Some types of rendering components are not exported correctly. This includes TextRenderers.
- BSP does not export correctly through this process. If you need to export BSP, you can use Export All in the cognitiveVR Settings. This will (unsurprisingly) export everything from your scene.
How can I see dynamic actors in my scene?¶
- At this time, displaying dynamic actors and VR controllers are not supported. This is on our roadmap to be implemented soon.
No data uploaded to Scene Explorer¶
There are three common reasons data from your play session might not display on SceneExplorer.com.
No PlayerTracker Component
Make sure there is a PlayerTracker component parented to your player's camera.
The scene does not have a SceneID associated with it
The SceneID is used by the PlayerTracker component to send data to the correct scene on SceneExplorer. Without a SceneID, data is not collected and not uploaded. See Set SceneID.
Application is closed before data is sent
See Send Data.