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    Originally posted by lapbar View Post

    I'm curious about the VR editor's development in general. I hope it's going on strong but I'm not so sure about epic's commitment to it.
    My biggest (and one of very few) gripe, is unlike in Unity's EditorXR, One cannot even drag marquee (or as in Unity when in VR: draw an 'object encompassing/crossing 3D box'! It's so clever) to select multiple objects like Unity's EditorXR. So while it is such an amazing tool,. and THEY WERE So Excited about it (I still am, I use it daily, The rift is light and comfortable,. it's a natural 'fit' SUCH A DARN SHAME... I don'y understand where that kind of passion goes, are they planning a separate project that has tools like this and they don't want ot give away too much? But they already give the world with Unreal being for free. Hard to complain, gift horse and all.. But I sure wish they would complete it (and it would be) with the one last addition of a 3D Box 'marquee selector' (w/ boolean plus and minus) that would give full Dev. control..
    Last edited by NextWorldVR; 07-21-2018, 07:24 PM.

    Comment


      Originally posted by RWMPGASBR View Post
      how to walk on terrain smoothly using oculus ?
      If the terrain makes you bump up and down, perhaps make a copy, and make it SMOOTHER, give it an invisible material and make IT the 'floor for walking', so you See the bumpy complex one, BUT are wslking on the smooth one?

      Comment


        Hey there - I'm sorry it's been awhile since we've posted here. While you may not always see comments here, it certainly doesn't mean we don't care about the project or supporting our users; I've actually been working on a number of features for VR Mode (more on this below).

        When having project issues, it may be helpful to post to our AnswerHub or if you think there may be a bug, to report it using the bug submission form: https://epicsupport.force.com/unrealengine/s/.

        To address the items you've listed...

        The fog and grid are likely two different issues - you can actually turn off the fog in Editor Preferences > VR Mode > Show World Movement Post Process. It is a feature to help with VR sickness while moving, and it shouldn't be causing a ton of bloom, but you can try that setting and see if that helps.

        There are two grids, there is one when you move that can also be toggled off in Editor Preferences > VR Mode > ShowWorldMovementGrid. Again, it's a VR sickness prevention mechanism.

        I would be interested in seeing a sample project to repro the bloom/glow you are seeing, especially if turning off those two settings causes it to go away, so please use the bug submission form I linked above.

        The other grid is the snap grid. Snapping in VR mode inherits whatever snapping is set in desktop mode, but you can also adjust it under Snapping in the radial menu. If snapping is on at all, there will be a grid, but it sounds like you're not interested in snapping when placing overall in VR mode, so you can turn snapping off as well. Also, have you tried Smart Snapping? We added it in 4.16 - it uses the bounds of your object to align to other actors in the scene, enabling you to exactly fit them together without needing to build modular assets with a grid in mind. You can enable this under the Snapping section of the radial menu as well.

        Marquee select is something we've discussed doing, for now our method of multi-select is to hold down the option button and select. It is something that we are considering though, so thank you for the feedback about how important it is to your workflow.

        The documentation (https://docs.unrealengine.com/en-us/Engine/Editor/VR) has been updated to cover the changes to VR mode, so keep an eye out there and in the release notes for changes.
        Direct grabbing is still something we'd like to implement, although I don't have a timeline I can share on that yet. Upcoming improvements include being able to dock the VR UI in the world, being able to create multiple camera previews, and exposing more settings for you to customize the VR mode experience. There are a lot of different editor features we are working on within the editor team, so there may not be updates in every version, but it is still part of our roadmap. You can also check out our videos featuring VR mode tools and explaining the VR mode dev process:Thank you, and I hope that starts to address some of the questions/concerns brought up in the thread recently.

        Comment


          Originally posted by Shadow.Storm View Post
          Hey there - I'm sorry it's been awhile since we've posted here. While you may not always see comments here, it certainly doesn't mean we don't care about the project or supporting our users; I've actually been working on a number of features for VR Mode (more on this below).

          When having project issues, it may be helpful to post to our AnswerHub or if you think there may be a bug, to report it using the bug submission form: https://epicsupport.force.com/unrealengine/s/.

          To address the items you've listed...

          The fog and grid are likely two different issues - you can actually turn off the fog in Editor Preferences > VR Mode > Show World Movement Post Process. It is a feature to help with VR sickness while moving, and it shouldn't be causing a ton of bloom, but you can try that setting and see if that helps.

          There are two grids, there is one when you move that can also be toggled off in Editor Preferences > VR Mode > ShowWorldMovementGrid. Again, it's a VR sickness prevention mechanism.

          I would be interested in seeing a sample project to repro the bloom/glow you are seeing, especially if turning off those two settings causes it to go away, so please use the bug submission form I linked above.

          The other grid is the snap grid. Snapping in VR mode inherits whatever snapping is set in desktop mode, but you can also adjust it under Snapping in the radial menu. If snapping is on at all, there will be a grid, but it sounds like you're not interested in snapping when placing overall in VR mode, so you can turn snapping off as well. Also, have you tried Smart Snapping? We added it in 4.16 - it uses the bounds of your object to align to other actors in the scene, enabling you to exactly fit them together without needing to build modular assets with a grid in mind. You can enable this under the Snapping section of the radial menu as well.

          Marquee select is something we've discussed doing, for now our method of multi-select is to hold down the option button and select. It is something that we are considering though, so thank you for the feedback about how important it is to your workflow.

          The documentation (https://docs.unrealengine.com/en-us/Engine/Editor/VR) has been updated to cover the changes to VR mode, so keep an eye out there and in the release notes for changes.
          Direct grabbing is still something we'd like to implement, although I don't have a timeline I can share on that yet. Upcoming improvements include being able to dock the VR UI in the world, being able to create multiple camera previews, and exposing more settings for you to customize the VR mode experience. There are a lot of different editor features we are working on within the editor team, so there may not be updates in every version, but it is still part of our roadmap. You can also check out our videos featuring VR mode tools and explaining the VR mode dev process:Thank you, and I hope that starts to address some of the questions/concerns brought up in the thread recently.
          Thank you so much! Before I happened to find the setting panels I actually found a way to fix it all, but from the engine and content back end (changing materials to clear, resizing/deleting grid objects /planes. he fog too, I made the 'fog' clear somehow (hard to remember I do so many things in a day these days, I'm sure you know the feeling! only THEN I found the 'hide grid' and such in the settings/preferences. LOL But it's for the best I learned it in this backwards way,. I learned quite a lot about about how blueprints work, how files are called and used, and even, how Unreal itself works, kind of as a recursive algorithm, that exists of the same engine parts and content pieces that one uses to make OTHER apps etc! .

          Some of the things I got rid of in that 'backend' way, were not options in settings that I saw,. (not a complaint, just an observation) like the Very Moire'd object selection grid, that pops up whenever an object is selected. I got rid of the texture / or opacity on that, then I remember I ended up ended up with a black Plane instead, I think i deleted the plane (Or the grid object?) in the actual mesh source file and then it was finally gone). That one would fairly dance whenever an object was selected,. I hope you're not offended, this is an incredible tool, world changing,. and I know you guys were first!

          Since I have your attention, My complete list of requested updates, from someone who uses VR Editing ~10 hour a day!

          1) (as you mentioned ) 3D Cube Marquee Selection Tool:
          I have been whenever possible, (like needing large groups of objects for an environment coming out of 3ds Max, I have been pulling them into Unity first, arranging the majority of large environments elements, building, external elements etc, Anything where I need to be selecting lots of objects at the same time and building,.. cloning etc. In Unity, I can select many objects at a time by simply drawing a 3D Cube, all objects encompassed or 'crossed' are selected,. then if you have too many selected, you can hit a button, draw a cube intersecting the objects you don't want and they are taken out of the selection,.. This one thing would make Unreal Editor feel COMPLETE to me, Maybe we users could add that by reverse engineering the open source fromUnity? Orr get ideas how they implemented?

          2) (NEW idea) Selected Objects Set List:
          A page you pop up, that has 10 empty lines, you hit one and type a name hit a check mark at the right to save and when you hit it again later, those same objects are re-selected for you!

          3) (New Idea) Fast VR Editor Exit:
          It would be Really Helpful to put the SYSTEM option in the Palette, at the 12 O'clock position. Very often one is in and out of VR Editor checking hand physics or something. It takes extra long to exit right now because: in addition to selecting SYSTEM at 11 O'clock, you then have to aim the ThumbStick, (while in a hurry), to point to 12 O'Clock to hit Exit,. If SYSTEM were at 12 O'Clock as well, It would be 2 quick clicks to exit back to Unreal with no thumb-stick aiming!! (and constant extra wear and tear on the most vulnerable part of the controller This small change would be a big change when working in (and out) of it for many hours..

          4) (As you mentioned) Select & Move in Smooth Natural Motion:C
          One (more) thing I LOVE about the Unity 'EditorXR' that bugs me about the UNREAL, In Unity, you want to select an object and move it, you just do so, There is a small cone at the tip of your hand that is for Direct Select, (in addition to the wands lasers for far objects!). Using this very specific cone at your finger tips you can with no mistakes, select and move, (even clone!) in one smooth natural motion. In UNREAL you have to select the object first, THEN select it again to move it!! Working like this, with this learned, human, natural ability to grab is amazing. (by the way the other hand has a cone too so you can select (with either hand at any time) AND use select hand #2 to instant select the already selected object, to help the first hand scale, rotate and place, WITH GREAT CONTROL that the lasers in either editor do not allow for.
          BTW Having to select first then move, IS how it is in Unity for the LASER, and that's great, I would leave that the way it is in UNREAL, so you don't move lots of stuff by accident (ironically the reason they gave in the Unreal VR Editor feature video for not having ANY direct select was so you 'wouldn't make a bunch of objects move accidentally' even though one of the guys, (was that you?) followed up with Yeah, but have you seen my new Easy Undo option??! ))
          I wanted to say through the screen: Then add a 2 inch cone JUST for direct select at your fingertips, I have never selected an object by accident in Unity (or Unreal for that matter, EXCEPT when trying to select more than one

          All 4 of these suggestions would make a HUGE difference in the long hours spent in (and out) of for as long as 10 hours a day in my case I am already editing in VR while eating breakfast trying to build the first true AAA open world made by a single artist. ,..

          I hope you reread my comment above, I really am appreciative of the tool and after getting more and more used to Unreal, (and fixing the Fog and Grids and such) came back to update my comment before I even saw this!

          Please know everything is said with Love and Appreciation (occasionally tinged with tempered frustration because I can see the POSSIBILITIES LOL (that and I am porting over from Unity - THOUGH I recently found Unreal's Unity to Unreal Terminology function pages, GREAT HELP!! I realized that Class Blueprints seemed very much like Prefabs, I went to check online to see if I was right and that's how I found the Unity to Unreal page, That moment was my 'Paradigm shift, my Epiphany, where I was a UNREAL Artist and no longer a Unity Artist, (well, as soon as VR Editor has the same basic functionality as Unity's then I will drop Unity entirely! Regardless I really love VR Editor and thank you for making it a possibility, One can play god and drop rocks from the heavens that become a permanent part of the virtual firmament! LOL

          Robert from NextWorldVR

          idea, would taking a look at how Unity did their 3D Cube Object Selection Marquee help speed up making it happen? I know they have the code available for editing, although they are C# and you are C+ is that right,.

          THANK YOU SO MUCH! please update here if you make additions to VR Editor!! Looking forward to anything everything!!

          Ahh! Smart snapping is a dream!! That helps a lot...! VR Editor really is like being in the future,.. The Snapping grid. is that the one when you have object selected, it had a LOT of moire patterns, so I made it go away in Blueprints, (I made the 'Grid Object' an Empty File (no object) and the material 0% opacity,.. So it is gone, I have no grids and no fog now I like the environment to stay the same so I don't get like.. 'change fatigue'... THANK YOU!!!
          Last edited by NextWorldVR; 07-21-2018, 10:39 PM.

          Comment


            Originally posted by Shadow.Storm View Post
            Hey there - I'm sorry it's been awhile since we've posted here. While you may not always see comments here, it certainly doesn't mean we don't care about the project or supporting our users; I've actually been working on a number of features for VR Mode (more on this below).

            When having project issues, it may be helpful to post to our AnswerHub or if you think there may be a bug, to report it using the bug submission form: https://epicsupport.force.com/unrealengine/s/.

            To address the items you've listed...

            The fog and grid are likely two different issues - you can actually turn off the fog in Editor Preferences > VR Mode > Show World Movement Post Process. It is a feature to help with VR sickness while moving, and it shouldn't be causing a ton of bloom, but you can try that setting and see if that helps.

            There are two grids, there is one when you move that can also be toggled off in Editor Preferences > VR Mode > ShowWorldMovementGrid. Again, it's a VR sickness prevention mechanism.

            I would be interested in seeing a sample project to repro the bloom/glow you are seeing, especially if turning off those two settings causes it to go away, so please use the bug submission form I linked above.

            The other grid is the snap grid. Snapping in VR mode inherits whatever snapping is set in desktop mode, but you can also adjust it under Snapping in the radial menu. If snapping is on at all, there will be a grid, but it sounds like you're not interested in snapping when placing overall in VR mode, so you can turn snapping off as well. Also, have you tried Smart Snapping? We added it in 4.16 - it uses the bounds of your object to align to other actors in the scene, enabling you to exactly fit them together without needing to build modular assets with a grid in mind. You can enable this under the Snapping section of the radial menu as well.

            Marquee select is something we've discussed doing, for now our method of multi-select is to hold down the option button and select. It is something that we are considering though, so thank you for the feedback about how important it is to your workflow.

            The documentation (https://docs.unrealengine.com/en-us/Engine/Editor/VR) has been updated to cover the changes to VR mode, so keep an eye out there and in the release notes for changes.
            Direct grabbing is still something we'd like to implement, although I don't have a timeline I can share on that yet. Upcoming improvements include being able to dock the VR UI in the world, being able to create multiple camera previews, and exposing more settings for you to customize the VR mode experience. There are a lot of different editor features we are working on within the editor team, so there may not be updates in every version, but it is still part of our roadmap. You can also check out our videos featuring VR mode tools and explaining the VR mode dev process:Thank you, and I hope that starts to address some of the questions/concerns brought up in the thread recently.
            Since, as you say, you seldom post here, is there any way to reach your team other than the dedicated 'megathread'? While I appreciate that the tool is free, if it doesn't do what you say,. then it's not really useful. In this March 2017 video:
            https://youtu.be/20kzY5axUOM?t=1531
            She talks about being able to Move and Place objects, while in Simulate mode,.. Is this ever going to be a true feature? You can move and place rocks etc..., but the second you click Stop Simulate,. all your work and new objects instantly disappears! (Even if you simulate a bunch of rocks, select them and click Save Objects (the button next to Simulate))... Why show a feature that is just for playing, I don't want to play in a tool, I want to create....

            VR Editor is the single most exciting and single greatest disappointment of my 25 year career. You take away wondrous features for pros (like soft trigger to select and hard select to direct move) and replace it by adding an extra click to every object you want to move, DOUBLING the time, work and equipment wear and tear... Saying, 'now people won't make mistakes' WHAT??!!?!?!?!

            Perhaps I seem critical, that means I greatly appreciated the idea of the tool and had high hopes. The higher the hope, the greater the disappointment,,,

            Is there any way to find out more about this Simulation Object Placement and creation but actually KEEP THE OBJECTS???? It's like not being able to save a game, except IT'S ONE'S WORK. If they either broke or took away the ability to save Simulation objects in VR Editor, (and Direct move with hard click) is there any way to find out what version they were using a 17 months ago and install that instead? (installing over the same folders and files in 4.19 or 4.20? Can one overwrite the newest less functional version and use the one with pro-pressure sensitive direct move and Simulated Object saves etc? I don't see anything More or New after 17 months, but there is less, stuff was taken away!

            Is there anything we can do to help speed up the development on this tool? What if I did a commercial and an AD, showing the features, maybe show how long it takes to create the same scene in pancake mode and then in VR mode,.. THEN point to a crowd funding campaign to augment developers pay for this team to have far higher pay to complete this tool? If the pay were 10 times higher for a few months that has to make a difference,..

            I'm desperate to be able to use this tool a LOT but a lot of what I thought it would naturally do, it doesn't... I wish you guys would take a look at
            1) The Unity EditorXR and
            2) The Oculus Home tool (in Home you can pick up an object and hit A to 'drop' a clone, still holding your original, You can RAIN clones.. In VR Editor, you have to hit A then pick up an object. You can only clone in an indirect way that does not allow for the ease of interactivity, OR take advantage of the simulation mode (assuming it mattered and one was able to save simulated objects like last year,()

            Please help, I'm only critical because I care and the tool is so very vital and downright useful (and fun... to advancing the world of VR development. I am always very appreciative and impressed at the same time..

            Thank you, Robert from NextWorldVR


            ps. 4.20 just came out, a nice round number, are there ANY fixes, updates or new features to VR Editor in that? Is there anyway you could maybe update us here once in a while, share a tentative schedule or??? I would be a lot less critical and a lot more hopeful again, if I had any sense of where things are at how things are advancing, being in the dark adds to frustrations enormously.

            Comment


              Was just rewatching the community stream from over a year ago highlighting the GDC 2017 demo and the VR Mode changes. I hope the VR mode is still getting love. Been meaning to try the Mesh Editor build but haven’t gotten to it. Looks awesome. Any news or things to expect in the near future?

              Edit: woops looks like there’s some deetz I should check out.
              Last edited by jamesoloughlin; 08-21-2018, 09:07 PM.

              Comment


                When I start the VR editor in Unreal there's text saying "ControllerMap (persistent)" in my right eye down below in the general direction of my nose. I only see this in my right eye and it's really disturbing. I'm using a Vive Pro. Is there any way I can get rid of the text?

                Edit:
                I think it actually says: "Level: MotionControllerMap (persistent)" without the quotation marks. Though I only see some of the text in my right eye.

                I'm using Unreal version 4.19

                FOUND A SOLUTION:

                Click "Edit" and open "Editor Preferences" search for "hide viewport UI" then choose a new key binding. I used "Pause" on my keyboard.
                Last edited by frogman86; 08-28-2018, 07:01 AM.

                Comment


                  Originally posted by frogman86 View Post
                  When I start the VR editor in Unreal there's text saying "ControllerMap (persistent)" in my right eye down below in the general direction of my nose. I only see this in my right eye and it's really disturbing. I'm using a Vive Pro. Is there any way I can get rid of the text?

                  Edit:
                  I think it actually says: "Level: MotionControllerMap (persistent)" without the quotation marks. Though I only see some of the text in my right eye.

                  I'm using Unreal version 4.19

                  FOUND A SOLUTION:

                  Click "Edit" and open "Editor Preferences" search for "hide viewport UI" then choose a new key binding. I used "Pause" on my keyboard.
                  That's great! Thanks. Can I ask: When they did the video and the Unreal chick did th Demo of VR Mode, she put it into 'simulate mode, then she 'painted' rocks in mid air, and hey fell and somehow she used the Physics, as a 'Set Design Tool' in and of itself,.. and the rocks STAYED where they landed the actual Level Map. But those videos are done 'live' and therefore are far more 'show' than 'tell' so of she never mentions what BUTTONS she is pushing or What Palette Menu items she is choosing to make what she does, happen,.. I have tried to emulate the technique, but I can never get anything I do in 'simulate mode' to STAY in the persistent Map file. Any idea what she might have pushed or selected to make that happen?
                  THANKS!!!

                  Comment


                    Even after the best tool to create ever is invented, if people ignore it, It will stagnate and die!
                    Last edited by NextWorldVR; 10-30-2018, 02:43 AM.

                    Comment


                      All the information you need to replicate what Lauren showcased in the demo regarding the simulation mode is available in our documentation here: https://docs.unrealengine.com/en-us/Engine/UI/LevelEditor/InEditorTesting/KeepSimulationChanges

                      Comment


                        Once Oculus Quest is available, the use of the VR Mode will really take off once people who know how to leverage it show how. Oculus Quest and UE4's VR Mode will usher in mixed reality. I truly hope Epic is still planning on updating this vital tool.

                        For one thing, controls are pretty uncomfortable. I wish I could remap the inputs, or put shortcuts to commonly used functions on a button. Or, do a radial menu where the items are selected by wrist rotation instead of the thumbstick. A "walk mode" would be great too..

                        Man i wish I could extend the VR mode usage through blueprints. Maybe I can and just don't know..

                        Comment


                          I really like the VR editor to make easy adjustments to layouts etc.

                          Is there any possibility to leverage the embeded functionality (like move, rotate, scale etc.) in a packaged project of my own?

                          Comment


                            Originally posted by TFandrich View Post
                            I really like the VR editor to make easy adjustments to layouts etc.

                            Is there any possibility to leverage the embeded functionality (like move, rotate, scale etc.) in a packaged project of my own?
                            Well, I do know the entire 'VR Editor' is there in the Engine! (you will recognize project files, asset folders etc.) I once decided that I didn't like the editor 'turning fog on' when I moved and I didn't like the Grid Floor it adds to things, so I went into the engine and changed the actual materials for those tings to 100 Transparent.. . Sure enough I just went to look again,

                            go to C: Program files/Epic Games/UE_4.19/Engine /Content/VREditor

                            and there is the content just like a normal project! (Unreal itself, is made just like one makes thing WITH unreal! (paradoxically, it's kind of like a Chicken or egg thing LOL
                            Last edited by NextWorldVR; 01-16-2019, 05:02 PM.

                            Comment


                              I don't think you will quite be able to make use of a WIRELESS Quest and Unreal VR Editor! The best I can see happening is the Wireless kit for the Oculus (or whatever is next) There is no way to hook the Quest up directly (THOUGH I doubt it will be long before there IS an indirect third-party driver way, (hopefully not like the 3D Connexion 4D Mouse fiasco LOL) At any rate, all you really have to do, is do a quick build, send over wifi and then TEST in the Quest,.. (There are latency issues with wireless to, VR Editor is (notoriously) non-optimized due to it's not being a true 'build' but a sort of Editor/Hybrid live 'build',..

                              As to your question about personalizing VR Editor, I have made many (simple...) changes to VR Editor's materials and things like that so it is definitely there to be delved into and personalized! Paradigm: All of UNREAL is just like a project you make WITH Unreal! (which I think is a Chicken/Egg Paradox LOL) So if you look in the Unreal Folder you will see: Assets and Projects files and things that can be changed:

                              Look in c:\Program Files\Epic Games\UE_4.19 (etc)/Content/VREditor it is SO Familiar to regular projects like we make!

                              I see a file (while looking for the most likely candidate to be something that says 'what does what') called: 'VREditorMotionControllerInteractor.cpp'

                              opening it in Visual Studio it has lines like:

                              AddKeyAction( UVREditorMotionControllerInteractor::MotionController_Left_FullyPressedTriggerAxis, FViewportActionKeyInput( ViewportWorldActionTypes::SelectAndMove_FullyPressed ) );
                              AddKeyAction( UVREditorMotionControllerInteractor::MotionController_Left_PressedTriggerAxis, FViewportActionKeyInput( ViewportWorldActionTypes::SelectAndMove ) );
                              AddKeyAction( SteamVRControllerKeyNames::Touch0, FViewportActionKeyInput( VRActionTypes::Touch ) );

                              and

                              if ( HMDDeviceType == SteamVRDeviceType )
                              {
                              AddKeyAction( EKeys::MotionController_Right_Shoulder, FViewportActionKeyInput( VRActionTypes::Modifier ) );
                              }
                              else if ( HMDDeviceType == OculusDeviceType )
                              {
                              AddKeyAction( EKeys::MotionController_Right_FaceButton1, FViewportActionKeyInput( VRActionTypes::Modifier ) );
                              AddKeyAction( EKeys::MotionController_Right_FaceButton2, FViewportActionKeyInput( VRActionTypes::Modifier2 ) );
                              }

                              You know, I have a PDF book called the 'VR Cookbook' it has a LOT of info about the VR INTERACTOR stuff this seems to use,. I surely do have a LOVE hate relationship with EPIC WHAT an amazing TOOL THIS IS! I LOVE VR Editor (Except, having to CLICK TWICE TO GRAB AND MOVE SOMETHING OH GOD THAT IS UNFORTUNATE! In Unity you can grab and move grab and move, (with both hands I believe,.) Cool Unreal chick said in the Unreal Dev Days video they were afraid 'people would make mistakes with it' so they put the 'safe for children and non-pros' version back in,.. That's the one thing that REALLY ****** me off bout this , that they think I would just be moving about, twirling willy nilly with my Gripping Grip Grippers Gripped moving objects every which way by 'accident'! (then the guy says: "Yeah, but we added an Undo??",..) AND IT ENDS THERE NEVER BROUGHT UP AGAIN,. This could BE SO GOOD with a CREW that is not (no offense) burned out, If I worked there, i would be here EVERY DAY talking about the new cool ways to interact,and how it was being used in this production or that company, etc or had been adapted for robotic surgery etc. I wish I worked at Epic! BUT I work IN UNREAL not ON Unreal.

                              :~(___|


                              Originally posted by Quantum Theory View Post
                              Once Oculus Quest is available, the use of the VR Mode will really take off once people who know how to leverage it show how. Oculus Quest and UE4's VR Mode will usher in mixed reality. I truly hope Epic is still planning on updating this vital tool.

                              For one thing, controls are pretty uncomfortable. I wish I could remap the inputs, or put shortcuts to commonly used functions on a button. Or, do a radial menu where the items are selected by wrist rotation instead of the thumbstick. A "walk mode" would be great too..

                              Man i wish I could extend the VR mode usage through blueprints. Maybe I can and just don't know..
                              Last edited by NextWorldVR; 01-16-2019, 05:27 PM.

                              Comment


                                Originally posted by Amanda.Bott View Post
                                All the information you need to replicate what Lauren showcased in the demo regarding the simulation mode is available in our documentation here: https://docs.unrealengine.com/en-us/Engine/UI/LevelEditor/InEditorTesting/KeepSimulationChanges
                                Thanks for linking me to that page Amanda. I had of course seen it for many months since it is on the internet,.... I was hoping I could get some actual info or even help, None of the things listed on that page WORK In fact, that page doesn't even MENTION the VR Editor! Months later I am still unable to make use of this tool or simply 'KEEP CHANGES'' - I click Simulate while in the VR Editor, I MOVE THINGS AROUND, copy objects and they fall to the floor etc, then I Multi Select the items (so they all have the yellow halos around them) I then take off my Rift and go to the keyboard to push 'K'... I click stop simulation and BOOM every Always goes back to where it started,. I have also tried simulating, then selecting the objects in (VREditor version of) outliner and pressing 'K', No good,..
                                There is NOTHING in VR Editor that says 'keep simulation changes' or anything like that. (that would be too logical, what with the System page having all that room and a SINGLE ENTRY which is the 'EXIT'... An icon that links to a 'K' was one step too far I guess. Doesn't matter I guess since, pressing K doesn't work,. In no way can I 'right click' anything in any outliner, ??? when VR Editor is running! it is in the way on the monitor! (and using Alt-Tab doesn't work,.) Clicking 'Escape' gives desktop mouse control but VR Editor desktop window is still in the way,. (maybe there is there a way to tell the VR Editor not to put a big window on the desktop in the way of everything and immovable except to exit!)

                                If only during that Dev video, they had thought to TEACH, and mention what they they were actually pressing while demonstrating, then this would be a part of that dev video record and there would be no questions as to how to 'do it' //////// almost 2 years later I am STILL ASKING,.//// PLEASE ACTUALLY HELP! Not just send me to a random unrelated page to shut me up . She seemed to do it quite simply (WITHOUT KLEAVING VR for a TON of individual rocks, I have NEVER been able to get even ONE Simulated object (Done in VR EDitor!) to STAY!! ..

                                Other Questions, PLEASE EITHER HELP, OR HAVE ONE OF THE GUYS WHO DON'T MIND HELPING TO HELP,. WE ARE A YEAR INTO SIMPLE SIMPLE QUESTION REVISITING!. I am very close to switching BACK to UNITY because their Editor VR is better!

                                1) How to simply select MULTIPLE Object in the VR Editor Outliner Window? Even if "pressing K' did work 1) I have to take off my HMD and 2) I would have to spend years selecting 1000's of tiny rocks and telling each to 'stay where I put you!'

                                2) How to 'right click' an object in VR Editor, since the 'press K' doesn't work the other way it says to to 'right click' the object in Outliner and select Keep Changes' EXCEPT: There IS NO right click in VR AND you can't see the REGULAR outliner windows to Right Click with your mouse (the VR Editor display on the monitor always HIDES the normal Editor windows etc!

                                3) How to SIMPLY EXIT VR Editor? More often than not, Unreal loses its head and stops displaying in the HMD, (but still takes up the desktop disallowing any work) the ONLY WAY to exit, is to CRTL+f4 and that QUITS OUT OF EVERYTHING, closing the entire project, all the windows. Which means reopening and more waiting,..

                                4) They mentioned in that same infamous and frustrating video that they thought people would 'make too many mistakes' if they made the tool actually interactive usable, (meaning, like with UNITY's Editor VR: you just grab an object and move it, no double clicking EVERY SINGLE Object just to move it! (which makes everything takes EXPONENTIALLY more time, in fact INFINITELY more time, because it never happens, work stops when it is non intuitive like that,. I know I don't use it,.. Once someone has felt the power of true interactvity, Clicking then clicking again to move feels like a silly a CUMBERSOME INTERFACE,. My question? Can someone find out what version of the editor that was and maybe I could go reincorporate that part of the blueprints into my copy of 4.21?

                                Sorry to lay so many questions on you, I frankly thought all this and so very much more would have been brought up without me, HERE at the 'dedicated thread for this world and Development changing tool ./// but it hasn't,. so I have to ask!

                                I don't understand why they made this if they are going to refuse to either COMPLETE it, or EXPLAIN if it works, then HOW it works, so we can USE IT,..

                                After all this time we have waited and waited,. Quite patiently. I think we deserve better than simple: "here is a link to an outdated webpage you're on your own" responses!

                                Robert from NextWorldVR and SchoolHomeVR
                                Last edited by NextWorldVR; 01-16-2019, 06:35 PM.

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