Announcement

Collapse
No announcement yet.

VR Content Examples

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    Originally posted by tcla75 View Post
    Any plan on when you are adding Vive content to this template? Last time I checked it said to be added soon.
    The Trace Interaction Level supports the Vive natively, if you're talking about the intro to steam VR level I'm working on it
    UE4 VR Cookbook
    Mitch's VR Lab tutorial series
    VR Content Examples

    Comment


      #17
      Very cool examples, but i want to know how to call a "real" button event, like on Clicked, on Hover and so on.
      i saw you "Set members in ButtonStyle" to change the button state.
      if ui designer make a lot of button states, how can i use those ?

      Comment


        #18
        great work - we are adding to this, do you mind if we share it here on this post?

        Originally posted by mitchemmc View Post
        VR Content Examples

        Hey people, Mitch here
        I've been doing my tutorial series for a few months now and I have a cool project that I would like to share with everyone.

        The idea behind this is a community project that shows how to accomplish cool things in VR for UE4. It is meant to be headset agnostic and I would like to also have specific levels for the quirks for all headsets.

        Checkout the gitHub for more information on the functionality currently implemented https://github.com/mitchemmc/VRContentExamples

        If gitHub isn't your thing I also did a video covering the initial functionality on my youtube channel


        As always any feedback is welcome so please feel free to email me at mitchsvrlab@gmail.com

        The project will remain free for the foreseeable future if you feel like supporting me feel free to donate.
        -----Donate-----

        great work - we are adding to this, do you mind if we share it here on this post?

        Comment


          #19
          Originally posted by mitchemmc View Post
          The Trace Interaction Level supports the Vive natively, if you're talking about the intro to steam VR level I'm working on it
          Have you seen the SteamVR Template project?

          https://github.com/ProteusVR/SteamVR-Template

          Comment


            #20
            Hello Mitch,

            I am really grateful to you for sharing this template. It has helped me a lot to move ahead in my projects.
            There is a specific change that I need to make in the blueprint which is a requirement for my project. I want the teleportation tracer appear only when I press the Thumbpad 1 on my controller. I should be able to teleport when I release the key. Moreover the tracer target and trajectory should appear only when I press the key and disappear when I teleport. I have tried different approaches on my end, but it did not work. I am a novice in UE4 development and blueprints. I would really appreciate it if you could suggest a quick fix for this.

            Thanks a lot!

            Comment


              #21
              Sorry, not Thumbpad 1 but FaceButton 1
              Originally posted by ameygumaste View Post
              Hello Mitch,

              I am really grateful to you for sharing this template. It has helped me a lot to move ahead in my projects.
              There is a specific change that I need to make in the blueprint which is a requirement for my project. I want the teleportation tracer appear only when I press the Thumbpad 1 on my controller. I should be able to teleport when I release the key. Moreover the tracer target and trajectory should appear only when I press the key and disappear when I teleport. I have tried different approaches on my end, but it did not work. I am a novice in UE4 development and blueprints. I would really appreciate it if you could suggest a quick fix for this.

              Thanks a lot!

              Comment


                #22
                Originally posted by mitchemmc View Post
                The Trace Interaction Level supports the Vive natively, if you're talking about the intro to steam VR level I'm working on it
                Mitch,

                Have you had any problems with a crash when launching the trace interaction level? I have noticed that UE4 seems to be crashing with a TeleportChaperoneBounds error on either the TeleportArea or TeleportBounds actor. I seems to work as long as I play first from the default level, then change levels and goto the Trace Interaction level. After that it works indefinitely until I shutdown SteamVR then it has the problem again. Drove me crazy for a while to figure out what was going on but still can't exactly figure out how to make it work without this workaround.

                Thanks,

                Comment


                  #23
                  Originally posted by C4 View Post
                  Mitch,

                  Have you had any problems with a crash when launching the trace interaction level? I have noticed that UE4 seems to be crashing with a TeleportChaperoneBounds error on either the TeleportArea or TeleportBounds actor. I seems to work as long as I play first from the default level, then change levels and goto the Trace Interaction level. After that it works indefinitely until I shutdown SteamVR then it has the problem again. Drove me crazy for a while to figure out what was going on but still can't exactly figure out how to make it work without this workaround.

                  Thanks,
                  I got this crash also, it only happens on that one map

                  Comment


                    #24
                    Originally posted by wangcong View Post
                    Very cool examples, but i want to know how to call a "real" button event, like on Clicked, on Hover and so on.
                    i saw you "Set members in ButtonStyle" to change the button state.
                    if ui designer make a lot of button states, how can i use those ?
                    I'm not too sure what you mean by a real button event, currently I believe there are no good ways to do this with official UMG widgets and blueprints only. But my buttons should act just like normal buttons as in they have delegate methods for all the onClicked, OnHovered etc. that UMG buttons have

                    Originally posted by rrstuv View Post
                    great work - we are adding to this, do you mind if we share it here on this post?
                    Sure, just make sure to make a pull request on gitHub

                    Originally posted by rrstuv View Post
                    Have you seen the SteamVR Template project?

                    https://github.com/ProteusVR/SteamVR-Template
                    I have, I actually contributed to it in the early stages, I haven't had a look in a little bit though so I'll check out the latest version
                    UE4 VR Cookbook
                    Mitch's VR Lab tutorial series
                    VR Content Examples

                    Comment


                      #25
                      Originally posted by C4 View Post
                      Mitch,

                      Have you had any problems with a crash when launching the trace interaction level? I have noticed that UE4 seems to be crashing with a TeleportChaperoneBounds error on either the TeleportArea or TeleportBounds actor. I seems to work as long as I play first from the default level, then change levels and goto the Trace Interaction level. After that it works indefinitely until I shutdown SteamVR then it has the problem again. Drove me crazy for a while to figure out what was going on but still can't exactly figure out how to make it work without this workaround.

                      Thanks,
                      Originally posted by Imsopov View Post
                      I got this crash also, it only happens on that one map
                      Very odd, it sounds like it has something to do with Ue4's chaperone component, I'll do some testing to see if I can replicate it on my end

                      Edit Ok, I don't believe it's the chaperone component, I wasn't able to reproduce the bug however I just pushed a new build to GitHub fixing an instance mesh shadow bug that may help
                      Last edited by mitchemmc; 05-27-2016, 09:56 AM.
                      UE4 VR Cookbook
                      Mitch's VR Lab tutorial series
                      VR Content Examples

                      Comment


                        #26
                        Originally posted by ameygumaste View Post
                        Hello Mitch,

                        I am really grateful to you for sharing this template. It has helped me a lot to move ahead in my projects.
                        There is a specific change that I need to make in the blueprint which is a requirement for my project. I want the teleportation tracer appear only when I press the Thumbpad 1 on my controller. I should be able to teleport when I release the key. Moreover the tracer target and trajectory should appear only when I press the key and disappear when I teleport. I have tried different approaches on my end, but it did not work. I am a novice in UE4 development and blueprints. I would really appreciate it if you could suggest a quick fix for this.

                        Thanks a lot!
                        Sure here's how to do it

                        First move this if statement before the trace logic so we don't trace when we don't have to
                        Click image for larger version

Name:	01.png
Views:	1
Size:	75.2 KB
ID:	1107250

                        Next create a sequence node and attach it to the button up as well as both the trace down and trace up
                        Click image for larger version

Name:	02.png
Views:	1
Size:	146.1 KB
ID:	1107251

                        Next add a new pin to the sequence
                        on the button down show the trace visualiser
                        then call trace leave on the focused object
                        then reset the focused object
                        and finally hide the trace visualiser
                        Click image for larger version

Name:	03.png
Views:	1
Size:	129.7 KB
ID:	1107252

                        Lastly add these doOnce nodes to the motion controller detection
                        Click image for larger version

Name:	04.png
Views:	1
Size:	143.4 KB
ID:	1107253

                        If you want I just updated the gitHub master with the changes pretty much made for you
                        Last edited by mitchemmc; 05-27-2016, 10:13 PM.
                        UE4 VR Cookbook
                        Mitch's VR Lab tutorial series
                        VR Content Examples

                        Comment


                          #27
                          great work
                          thx alot

                          I'm trying to make longbow work
                          but

                          Comment


                            #28
                            Originally posted by mitchemmc View Post
                            Sure here's how to do it

                            First move this if statement before the trace logic so we don't trace when we don't have to
                            [ATTACH=CONFIG]94954[/ATTACH]

                            Next create a sequence node and attach it to the button up as well as both the trace down and trace up
                            [ATTACH=CONFIG]94956[/ATTACH]

                            Next add a new pin to the sequence
                            on the button down show the trace visualiser
                            then call trace leave on the focused object
                            then reset the focused object
                            and finally hide the trace visualiser
                            [ATTACH=CONFIG]94957[/ATTACH]

                            Lastly add these doOnce nodes to the motion controller detection
                            [ATTACH=CONFIG]94958[/ATTACH]

                            If you want I just updated the gitHub master with the changes pretty much made for you
                            Am I the only one who is not able to see these attachments?

                            Comment


                              #29
                              Originally posted by Tír na nÓg Games View Post
                              Am I the only one who is not able to see these attachments?
                              Weird, I think the forum deleted them, should be fixed now
                              UE4 VR Cookbook
                              Mitch's VR Lab tutorial series
                              VR Content Examples

                              Comment


                                #30
                                Hey Mitch, thank you for this, it's really helpful. This probably has a simple answer, but I've been poring over the VR_Trace_Interaction example the past few days and I can't seem to work out how you have rendered the circle "crosshair" to the center of the viewport, can you please tell me how you've done that?

                                Comment

                                Working...
                                X