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  • Getting Started with VR

    Here are a few helpful links to documentation, videos, and tutorials to help you get started with VR Development in Unreal Engine 4.

    DOCUMENTATION:
    VIDEOS:
    TUTORIALS:
    Wiki Tutorials

    BLOG POSTS:
    Plugins
    ADDITIONAL RESOURCES:
    • There is a VR Template project in the editor to help you get started.
    • Couch Knights is available on the launcher
    • Showdown is available on the launcher


    If there is some specific information related to VR development that you feel is missing from our documentation or tutorials, please let us know by creating a post in the Feedback section. Thanks!
    Last edited by Alexander Paschall; 11-21-2016, 03:10 PM. Reason: Updated thread.
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

  • #2
    This guy eVRdayVR put it plain simple in this video:
    https://www.youtube.com/watch?v=UdmB...viQb1zCJqFJwqw

    Also this could help to automate some needed commands as well: https://forums.unrealengine.com/show...l=1#post140951

    Disable realtime update of viewport (upper left corner of viewport) do help too if you are testing via "Launch" button. Any other subwindow that could be showing some real time stuff (as a shaded mesh) could impact on fps too, so close them before press the "Launch" button.

    All my testing have been made on "Direct Mode", no "Extended Mode" needed so far. BTW I have a GTX 660 ti, and got pretty solid 75 fps stereo after applying above procedures.
    Last edited by osakaro; 09-16-2014, 12:50 PM.

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    • #3
      And don't forget the best VR template around... https://forums.unrealengine.com/show...-Game-Template

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      • #4
        Hey Everybody,

        How to enable the global Gear VR menu is now live and you can find it here.

        https://docs.unrealengine.com/latest...enu/index.html

        Let us know if there are any questions or problems.

        Cheers-

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        • #5
          Maybe blog post about "How to make vr game" will be helpful for someone.
          http://lune.xyz/how-to-make-a-virtua...-game/?lang=en

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          • #6
            How about a progressing tutorial series on setting up and using the leap motion with UE4 to make a physics based Jenga game?
            http://blog.leapmotion.com/featured-...real-engine-4/
            Plugins: TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense - CIM

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            • #7
              Are there any nearest future plans about releasing docs / tutorials on how to set up project using Blueprints (currently it seems that only C++ way is described; unless it's almost identical to Blueprints project setup), how to work with Gear VR touch pad (tap, double tap, horizontal swipe fwd/back and hold, horizontal swipe fwd/back and release, vertical swipe up/down and hold, vertical swipe up/down and release, etc.), how to throttle CPU/GPU up and down, gaze controls, working with accelerometer, proximity, compass and barometer. All of that would be nice to work with in Blueprints and samples would be very welcomed too

              Thanks beforehand!

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              • #8
                You have to setup a c++ project or just add c++ code to a blueprint project but you dont have to code in c++ after that. So it basically the same setup and work environment. The Touch pad only handles taps at the moment but I'm sure with the consumer release they should incorporate the buttons soon. I havent played around with throttling the CPU or GPU but I assume you would have to look at the mobile SDK for that stuff and then that would include coding. As for gaze best place to start is the VR template https://forums.unrealengine.com/show...-Game-Template you can easily incorporate the gaze system into your game and rip everything you dont need out (I've done this before, relatively easy)

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                • #9
                  Originally posted by lune.xyz View Post
                  Maybe blog post about "How to make vr game" will be helpful for someone.
                  http://lune.xyz/how-to-make-a-virtua...-game/?lang=en
                  I wasn't able to access your site.

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                  • #10
                    Hello,
                    How to do VR on IOS?

                    thanks

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                    • #11
                      Originally posted by strategia31 View Post
                      Hello,
                      How to do VR on IOS?

                      thanks
                      Would be also interesting for me!

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                      • #12
                        Hmm, without the necessary personality skills to deal with real life (too much political correctness and sensitivity issues I presume) you wander off in Virtually Reality hoping to Discover who you truly are...just incredibly sad having to escape to this electronic wasteland.

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                        • #13
                          Is there a differences between the HTC Vive : "dev kit", and the HTC Vive : "for everyone(players)" ?

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                          • #14
                            Can anyone explain, for 4.11, how I can get the in-game floor and real-world floors to line up correctly?

                            Nothing I try works quite right. The floor is either in my chest, or 1-2 feet below my real feet.
                            Setting the tracking origin to floor helps a little, but the game-world floor is still like 1-2ft below my real-world floor.. And when I uncheck/disable "Lock to HMD", the camera stops tracking the HMD all together..

                            Why is there no documented way to fix this? Nothing I've tried, even from the documentation, works quite right.. Meanwhile, in various other VR games and apps, and the Oculus setup, the Virtual Floor and real-world floors line up perfectly fine.

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                            • #15
                              Originally posted by NikoKun View Post
                              Can anyone explain, for 4.11, how I can get the in-game floor and real-world floors to line up correctly?

                              Nothing I try works quite right. The floor is either in my chest, or 1-2 feet below my real feet.
                              Setting the tracking origin to floor helps a little, but the game-world floor is still like 1-2ft below my real-world floor.. And when I uncheck/disable "Lock to HMD", the camera stops tracking the HMD all together..

                              Why is there no documented way to fix this? Nothing I've tried, even from the documentation, works quite right.. Meanwhile, in various other VR games and apps, and the Oculus setup, the Virtual Floor and real-world floors line up perfectly fine.
                              Place your player blueprint 1 unit in Z-Axis and make sure the floor is placed at 0,0,0 coordinates.

                              Here is the link at which you'll find a lot of useful info.

                              https://docs.unrealengine.com/latest/INT/Platforms/VR/
                              VR/AR Development
                              Hook me up Discord - Shin#0402

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