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  • replied
    Originally posted by Mettus View Post
    The selection in vr mode is way off in the left eye. ( and sometimes the right eye to)
    Having the same issue in 4.24.3 with a Vive headset & controllers. Gives you a headache while trying to work in VR mode pretty quickly.

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  • replied
    This is a different menu to what I know being part of the standard UE4 VR edit mode that starts with an HTC Vive and a blank project when clicking the "VR mode" button in the editor. Are you using a different template project or where does the UI window come from? Looks like something virtual production related.

    Edit: Yep, just tested and you might be using the VirtualProduction template that prohibits the radial menu to work as its a different VR editor mode.
    Last edited by MaSe87; 06-09-2020, 02:55 PM.

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  • replied

    Video demonstrating my trouble in getting vr mode to work. specifically unable to get the radial menu to display.

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  • replied
    I'm trying this out for the first time. been at it for the last two days and still cant figure out how to open the radial menu.
    I'm using UE4.25
    also using HTC Vive Pro

    seems like a lot of options are there, there is also a limited menu if i press th menu button, but doesn't matter what else i press of what i do, i cant actually get the radial menus to come up so i can start building stuff. Anyone have any ideas?

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  • replied
    Hello! Anyone else's UNDO function not working as of 4.24 for the VR Editor? This is really painful...

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  • replied
    Hi All,

    I was hoping with using vr mode to speed up the proces of levelbuilding. But i have a wierd glitch and don't know how to get it working properly.
    Does anyone know what to do about this?
    The selection in vr mode is way off in the left eye. ( and sometimes the right eye to)
    It is in 4.24 and 4.25 preview 7 with the oculus rift cv1

    I hope that someone here can help me!

    Thanks in advance!

    Mettus

    Leave a comment:


  • replied
    I was really hoping the VR editor would get some love but it seems to be abandoned at this point. It was such a promising tool for quick layout / blocking but without updates it's really limited. Maybe some day someone will pick up the reins and expand it's functionality. sad face.

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  • replied
    Had a chance to hop into VR for some editing time. Am either looking for, or looking to build, an assembler of sorts that allows us to build rapidly with modular parts in VR to the point where it's faster in VR than it is with mouse and keyboard. UE4 basically does this, but there are some issues with the interface. Most of it was really intuitive and smooth, but i found issues which i've listed below. in any case, happy to see this VR editor continuing to evolve a bit here and there, and as always, love working with this engine.
    for QA purposes, here's a link to my last session:
    https://www.twitch.tv/videos/529492340

    VR Editor Wish list:
    - quickly group objects,
    - quickly change pivot points of grouped objects
    - non-uniform scale in universal transform gizmo mode doesn't seem to be working (or i couldn't figure it out)
    - merge actors quickly in VR and then use those merged actors as part of the iterative design process
    - my habitual "ctrl-s" when editing out of VR was also non-existent and VR could use some sort of quick save option maybe in the system menu
    - because scale is sort of irrelevant in VR editing (which is what makes it so great!), it can be difficult to bring a small scale item into a big scene. being able to quickly type into the details panel a new scale would be helpful, but i couldn't figure out how to do this. dragging the slider for the scale float within the details panel was still insufficient due to the scene scale delta
    - the grid for snapping was too bright or dominant. maybe this was just because of post-processing?
    - it was intuitive to be able to rotate objects with my actually controller rotation when gripping an object (like picking up an object in a VR game), however, i couldn't figure out how to do this in the editor. axial constraints are great and all considering we're missing friction in VR, but it would be faster if i could just place the object in the orientation i needed while taking advantage of my human self's ball joint in the wrist. when the scale is large enough, the delta of minor handshaking won't matter as much, especially during a rough-out design phase.

    if some of these features exist, and i didn't know how to trigger them, by all means, would love to know how to do it. will hopefully hop into another session soon!

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  • replied
    Originally posted by zonza View Post
    Have there been any updates that let the VR editor compatible with the new valve index and knuckles controllers? I received mine just last week but when I loaded up the VR editor I see the HTC wands instead and none of the buttons work. Or is there some kind of setting change I can do to make it work with the valve index?

    Hello,.
    I would make sure that your project has all VR Plugins turned off except the Steam VR Plugin. The Steam VR Plugin for 4.23 (and probably 4.22, Maybe 4.21 etc) should have been updated with the new Steam VR Skeletal Control System that includes the inter-operability of the INDEX Controllers... I have an Index but not the controllers, (and I prefer to work in VR Mode in my CV1.. then Play in my Index

    There is now an Unreal VR Mode SubReddit!
    r/UE4VRMode

    https://www.reddit.com/r/UE4VRMode/

    Leave a comment:


  • replied
    Originally posted by romeopopo1987 View Post
    Hello!

    first I want to thank you for bringing in-editor VR to UE4, its something I have dreamed of since using UE4 the first time with my DK1!

    And of course I have a few questions:

    1. Would this in theory work with the Razer Hydras?

    2. Will this work in the viewport of the BP Editor too?

    3. What about performance when loading assets and stuff like this, does it just hang or will it switch to black during loading?

    4. Any chance we get the BP editor node graph in VR (like in the Pixar movie Wreck-it-Ralph)?

    Thanks in advance.
    1) Hello, Yes, in fact there is a specific Razer Hydra driver for UE4:
    https://forums.unrealengine.com/deve...r-hydra-plugin I would experiment with having the SteamVR plug loaded too!

    2) Yes, It does 'mirror' to the viewport in Oculus and SteamVR (and both come with free utilities to mirror with more control)

    3) takes about the same time as loading to normal editor, assuming shaders are calc'd...

    4) You mean can one edit BP's in VR, Not like I think you want, (yet...) but yes, there are pretty much ALL the windows , World Outliner, Details EVEN 'MODES' LIKE LANDSCAPE SCULPTING!!!

    THERE IS NOTHING LIKE STANDING IN THE RAIN AND LIGHTNING CARVING TALL MOUNTAINS OR ERODING WITH A POINTED FINGER, TREES AND GRASS GROWING BACK INSTANTLY AS SOON AS YOU UNCLICK!!! (IF USING EXPERIMENTAL PROCEDURAL ECOSYSTEMS ETC...)

    You can even run Simulation mode, throw a bunch of rocks so they land naturally,. then hit a key ('K' I think, or SAve Objects in the VR Mode Menu.) to SAVE their position back in NON Simulation (in the Level). I have the Valve Index but so far my Oculus Rift CV1 is the best HMD for working in VR Mode... One can open the built-in dashboard, pull a Youtube or Netflix window into your world, and then watch TV IN VR while you build your world with both hands!!! (There are multiple 'Dashboard' options for SteamVR too,.)

    There is now an *Unreal VR Mode SubReddit! r/UE4VRMode

    https://www.reddit.com/r/UE4VRMode/

    Leave a comment:


  • replied
    Originally posted by Dark-Veil View Post

    The main reason we didn't show BSPs is that they rely on viewport hit proxies for interaction, which we don't yet support in VR. Remember, a hit proxy map rendered from the perspective of your eyes is not really useful in VR when you are interacting using your hands or lasers. In VR you can reach right underneath something to grab an object that is occluded, or you can aim behind where you're looking to select with your laser. This means you'd need dual hit proxies for either hand. Currently this is too expensive to render in VR without massive throttling. So for now we're casting rays into the scene to hit objects. Rays work pretty well for solids, but not so much for wires or sprites. We're still working on solutions for this.

    In any case, worldbuilding in VR is a top priority for us -- we'll have some cool stuff to show at some point.
    It's been 5 years since this comment and I've been messing with the VR Editor the past week. As far as I can tell, still no BSP. Not being able to do subtractive while blocking out levels in VR is pretty frustrating. Like working with Lego blocks instead of a futuristic editing tool.

    Leave a comment:


  • replied
    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.
    Thanks for the great work. Looking forward to more of these updates making their way onto a release.

    On customising the vr editor experience - is this possible and if so what is the best way of approaching this? Can for example the vr editor pawn be extended (eg as a child blueprint) or do you have to dive deeper into the code? Would particularly be interested in how event based functionality and some runtime logic could be integrated.

    Leave a comment:


  • replied
    Hello!

    first I want to thank you for bringing in-editor VR to UE4, its something I have dreamed of since using UE4 the first time with my DK1!

    And of course I have a few questions:

    1. Would this in theory work with the Razer Hydras?

    2. Will this work in the viewport of the BP Editor too?

    3. What about performance when loading assets and stuff like this, does it just hang or will it switch to black during loading?

    4. Any chance we get the BP editor node graph in VR (like in the Pixar movie Wreck-it-Ralph)?

    Thanks in advance.

    Leave a comment:


  • replied
    Have there been any updates that let the VR editor compatible with the new valve index and knuckles controllers? I received mine just last week but when I loaded up the VR editor I see the HTC wands instead and none of the buttons work. Or is there some kind of setting change I can do to make it work with the valve index?

    Leave a comment:


  • replied
    VR Editor is a massive paradigm shift in level design efficiency,. I am VERY PLEASED to see a couple changes in the 'Editor Preferences/General/VR Mode menu!!!
    PLEASE LET US KNOW THE WHAT/WHY/HOW/ETC. The changes look to me much like the INPUT Panel, with the ability to add a ... a 'Blueprint'!! Ok, there are 2 options, in one one can add,. OH!! a 'VR Editor Interactor, so..like a BP that lets you customize how you.. work INTERACT in VR Editor! There is one there (the default) called: 'VREditorInteractor' and you can add a new one, and when you do, it takes you into BP Editor,. . So that is the one that lets you work the way it is now,. so to change that,. I'd need to like, reverse engineer the existing one,.. AHA!!!!! so I search for 'VREditorInteractor' in the Epic 4.22 folder and find:
    VREditorInteractor.cpp
    VREditorInteractor.h and
    VREditorInteractor.generated.h (interesting!!) I double click" 'VREditorInteractor.cpp' and it opens Visual Studio (curiouser and curioser I have no idea what I'm doing,..) BUT:
    It really looks like THIS IS A WAY TO CUSTOMIZE VR EDTOR,.. make it the way one wants it (I was among the first to mod VR Editor, in 4.19, I made all the 'grid lines' (that come up when you select an object in VR Mode) INVISIBLE by finding the 'material' that was the 'glowing grid', then altering the 'png' it used, so it was just an empty invisible png,.. Protect Transparency indeed!!) BUT This is way beyond a simple substitution mod,. Hopefully not beyond me,.. All I can do is try I guess,. I see stuff like:

    AddKeyAction( EKeys::MotionController_Left_FaceButton3, FViewportActionKeyInput( VRActionTypes::TrackpadDown )

    and:

    bIsTouchingTrackpad( false ),
    bIsPressingTrackpad( false ),

    OH! Like that Hover thing the VIVE Wands do on the trackpad when you are not pushing!

    and this one has some Human words!!!:

    // If we're hovering over something really close to the camera, go ahead and shrink the effect
    // Todo vreditor: Can we make this actually just sized based on distance automatically? The beam and impact point are basically a cone.
    if (IsHoveringOverUI())
    {
    LaserPointerRadius *= VREd::LaserRadiusScaleWhenOverUI->GetFloat();
    HoverMeshRadius *= VREd::HoverBallRadiusScaleWhenOverUI->GetFloat();


    OOOOH! They are letting us into their programmer minds with //comments MMuuuaaahh!

    This part (below) looks like it relates to the problem (above) I had when trying to edit Blueprints in VR Mode using Touch Controllers,.. (The BP windows would zoom all the way out and be uncontrollable, I solved it by buying a pair of VIVE Wands). (thinking they had perhaps created that section in the early days before TOUCH came along, Sure enough, it VR BP Editor is happy with a HTC track Pad!! Different things work better wit the different controller, which makes it all the more powerful actually,..):

    // Stop transforming object to laser impact point when trying to slide with touchpad or analog stick.
    if (InteractorData.DraggingMode == EViewportInteractionDraggingMode::TransformablesAtLaserImpact && !FMath::IsNearlyZero( SlideDelta, VREd::TrackpadStopImpactAtLaserBuffer->GetFloat() ))
    {
    InteractorData.DraggingMode = EViewportInteractionDraggingMode::TransformablesFreely;
    }


    WELL NO WONDER IT TOOK THEM SO LONG TO DO AN UPDATE, THAT IS SOME HARDCORE DEEP LEVEL CONTROL ADDED, and Very Complex programming, just the logistics of WHAT to do much less how must take forever to realize...
    It is appreciated!

    , I don't really get it yet, maybe a little,.. BUT Perhaps, eventually people will create new VR Editor Interactor Blueprints and VR Editor Teleporter blueprints like you can just recently get with VR 'Controller Binding' with Steam Community.

    Very cool to see some things changing!

    NOW if I could just edit a Procedural Splines by translating it's vertex/nodes in VR Editor!! (or figure out what they Greyed out ACTIONS sections i for on the VR Pallette!)

    THANK YOU LAURA and VR Editor CREW!!!
    Last edited by NextWorldVR; 08-12-2019, 12:19 PM.

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