| ... | ... | @@ -124,10 +124,31 @@ The cluster module [`RWTHVRCluster` ](https://git-ce.rwth-aachen.de/vr-vis/VR-Gr |
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### Configs & Setup
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**CaveSetup**
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The main actor that you need to add to your map if you want to deploy on the Cave is the `BP_CaveSetup` actor. It inherits from the C++ class `CaveSetup`, and has a few purposes:
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1. It has the [DCRA](https://docs.unrealengine.com/5.3/en-US/ndisplay-root-actor-reference-for-unreal-engine/) attached as a child actor. On non-cave systems, the DCRA will simply be destroyed.
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2. The pawn searches for the `CaveSetup` actor and attaches it to itself, therefore attaching the DCRA to the pawn as well.
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3. It is replicated, which means it replicates the attachment from 2. to all clients. This is required for using nDisplay multiplayer replication.
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4. It applies the correct livelink preset on BeginPlay(), but **only on the primary node**. LiveLinkOvernDisplay handles the syncinc to the secondary nodes.
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5. It spawns any actors that you add to the `ActorsToSpawnOnCave` array if running on the Cave. An example is the CaveOverlay, which gets spawned here.
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**Configs (DCRA)**
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Additionally, the module contains various nDisplay configuration files:
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- aixcave (default aixcave config)
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- aixcave_two_players (two player aixcave used for vikings demo)
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- aixcave_two_players_tdw (two player with tdw)
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- ExampleConfigs/NDC_CaveUnwrap (example unwrapped cave config for local tests on your own PC)
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### Cave Overlay
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The Cave Overlay is used to display a warning tape and sign when the head or controller(s) come too close to the Cave walls. Additionally, it can be used to black out the door projectors when the door is opened. This isn't done automatically, but the door state can be toggled by pressing `F10`.
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`ACAVEOverlayController` is the actor that is being spawned by the `CaveSetup` actor and correspondingly attached to it and therefore the pawn.
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`ACAVEOverlayController` is the actor that is being spawned by the `CaveSetup` actor and correspondingly attached to it and therefore the pawn. The OverlayController gets the Head, Left - and Right Hand components of the Pawn and enables/disables the corresponding warning signs.
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It can be configured in the project settings.
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### Cluster Console
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