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  1. Help with door in VR

    Hello, I am trying to make a simple door in VR with the HTC VIVE, I have looked at all the documentation and I have looked at the VR demo called Foxhole. I'm supposed to have everything right anymore but when it comes to launching it it gives an assertion failed, I have made a debug of the errors and it doesn't have any more I can see. Can anyone tell me how to make a simple door? :( Thank you very much.
  2. Hi, I'm working on linux with version 2.14.1.1 and htc vive. I want to know how I can make an object that can be picked up, such as opening a door. Thanks.
  3. We’d like to thank all of our users for their valuable feedback helping us get better. So, in this hotfix, we resolved a number of issues introduced in 2.14.1 and made our tools easier to use. Engine Added a new Alpha Intensity parameter to control the impact of the Alpha-channel of the Coverage texture on cloud density. Fixed a crash on switching the Landscape Streaming Preset to Extreme Quality. Fixed resizing of the WidgetWindow depending on the content size. Fixed slight physics-related jittering of objects noticeable when rendering framerate is higher than the physics one. Fixed issues with the Velocity buffer for the water_mesh material resulting in visual artefacts (shaking, blinking, etc.) on water meshes. Fixed alignment of Grass and Mesh Clutters with the surface of the Landscape Terrain. Fixed updating of Landscape Terrain extremum LODs making brushes work correctly at small angles between the surface and camera view direction. IG Template Fixed an issue with the timezone parameter in the IG Config file, it is now taken into account properly. The datetime console command now displays the time zone and GMT-time. Sandworm Tool Optimized generation process for large raster data sources (ECW & JP2) providing a 10x performance boost. Replaced absolute paths with GUIDs to be used as references to source .mesh files when generating objects based on vector data. Fixed issues with missing GUIDs of new *.lmap files after successful generation Fixed issues with the AssetManager failing to notify the Engine, when a folder containing *.lmap files is deleted. Fixed saving the Bake To Cluster state to *.sworm project parameters. Fixed generation of Point-objects placed in accordance with vector data. Fixed incorrect masks generation. Node hierarchies cannot be used for generation of roads, vegetation, and point objects. The size of the MeshClutter containing objects scattered across the LandscapeTerrain in accordance with the specified mask is now defined by the size of the corresponding data source area. Fixed issues with incorrect calculation of projection bounds. Fixed an Editor crash on editing parameters of tag attributes (renaming, adding, removing lines, etc.). Fixed wrong Sandworm camera positioning in the Editor after successful Landscape generation. All changes made to data sources used in the projects are now applied automatically. Added a spinbox enabling you to manually set Threshold values for tags. Fixed an issue with saving modified parameter values of tag attributes. The information on the required disk space required for terrain generation and the cache is now updated more frequently. Samples and Demos The Fox Hole Demo is now available for Linux. Documentation We have added a new version of the Programming Quick Start tutorial for both C++ and C# programmers to replace the old one. The new tutorial uses the component-based approach, contains a part that can be used for quick reference, and enables you to get up and running fast. We'd also like to introduce a new Docs Sample Content add-on as a container to deliver all content used in samples and tutorials throughout the Documentation. At the moment it contains assets for the new Programming Quick Start tutorial, more content is to be added. In addition to growing Chinese and Russian versions of the documentation, we have implemented a quick automatic translation feature for multiple languages.
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