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    #31
    Are you going to be making videos going over how each thing works or is it just a "take these blueprints and figure it out" sort of deal? I'll work my way through the menu thing eventually but it would be nice to get some insight as to why you are doing certain things so I can decide what I want to use and what I don't need.

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      #32
      Originally posted by dmhwtn View Post
      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?
      Sure, in the Pawn there is a 3D widget as a child of the camera, if you click on it you can see the widget with the circle

      Originally posted by Andrewcoja View Post
      Are you going to be making videos going over how each thing works or is it just a "take these blueprints and figure it out" sort of deal? I'll work my way through the menu thing eventually but it would be nice to get some insight as to why you are doing certain things so I can decide what I want to use and what I don't need.
      Yeah, I'm definitely going to be making videos covering it, the last couple of weeks I've had a pretty hectic workload but hopefully that'll die down a bit over the next couple of weeks and I can start making videos again
      UE4 VR Cookbook
      Mitch's VR Lab tutorial series
      VR Content Examples

      Comment


        #33
        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]95120[/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]95121[/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]95122[/ATTACH]

        Lastly add these doOnce nodes to the motion controller detection
        [ATTACH=CONFIG]95123[/ATTACH]

        If you want I just updated the gitHub master with the changes pretty much made for you

        Hey Mitch!

        Thanks a lot! Eternally grateful to you Sir. Will check it out. Thanks again.

        Comment


          #34
          HI mitchemmc,THANKS FOR SHARE THIS!
          YOU ARE MY HERO!
          but
          I got some problem
          When I open new level in VR Content Examples
          and set a game mode with the TraceinteractionPawn.

          see the pic here


          The traceliser and area line have two different loctaions in every eye.
          only the teleport point is ok.

          but in your Content Examples levels everything is ok!
          Attached Files
          Last edited by 富贵儿; 05-29-2016, 10:37 AM.

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            #35
            Originally posted by mitchemmc View Post
            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
            I believe you are right. Sometimes is would also crash on shadow issue. And sometimes at a teleport bounds. But the fix remained the same for both. I bet that shadow bug got it. Will test later today. Thanks!

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              #36
              Originally posted by 富贵儿 View Post
              HI mitchemmc,THANKS FOR SHARE THIS!
              YOU ARE MY HERO!
              but
              I got some problem
              When I open new level in VR Content Examples
              and set a game mode with the TraceinteractionPawn.

              see the pic here
              [ATTACH=CONFIG]95260[/ATTACH]

              The traceliser and area line have two different loctaions in every eye.
              only the teleport point is ok.

              but in your Content Examples levels everything is ok!
              I also had this issue pop up in one of my projects out of nowhere. I just redid the project and added back in all my assets and it went away. Even cleared all the folders first and rebuilt. I feel like this has to be more of a UE4/Vive(In my case) issue.

              Comment


                #37
                Hey guys, for those of you wanting documentation, I've been working on the gitHub wiki. It's still a work in progress but I'll be adding to it over time
                UE4 VR Cookbook
                Mitch's VR Lab tutorial series
                VR Content Examples

                Comment


                  #38
                  Sweet this will be a huge help.

                  Comment


                    #39
                    Originally posted by mitchemmc View Post
                    Hey guys, for those of you wanting documentation, I've been working on the gitHub wiki. It's still a work in progress but I'll be adding to it over time
                    hi mitchemmc,I create a new level to test the Trace Interaction,but in HMD they have different locations in left eye and right eye.I don't know why ,in your Content Examples level.My device is steam vr.

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                      #40
                      Hi mitchemmc when I set teleportarea hidden in game it also hides the teleport trace and I can't see where I am teleporting to. So how can I turn on the trace and leave the teleport area hidden in game?

                      Comment


                        #41
                        Originally posted by tcla75 View Post
                        Hi mitchemmc when I set teleportarea hidden in game it also hides the teleport trace and I can't see where I am teleporting to. So how can I turn on the trace and leave the teleport area hidden in game?
                        For the teleportation to work the teleport area must have collision.

                        When setting an actor hidden in game it is supposed to disable it's collision, however this was never the case. Although I haven't tested it myself it seems as though because the teleport mesh uses per poly collision that it does disable the collision when setting the actor hidden in game. You could try setting it's visibility and see if that helps. If not you could even try just an invisible material.

                        Although saying that, I may have mis-understood your question, let me know if that's the case
                        UE4 VR Cookbook
                        Mitch's VR Lab tutorial series
                        VR Content Examples

                        Comment


                          #42
                          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-----
                          Pretty cool stuff, now you just need a Leap Motion to help with typing, modulo some ML filters (a la Swiftkey)>

                          https://www.youtube.com/watch?v=sNllytXnUEw

                          Comment


                            #43
                            Great examples, thank you! I also wonder, is it possible to control menu without using mouse and controller? I mean, maybe you know how to make menu options select when you just look at them? For example, if you look at menu button for 3 seconds, it will be selected.

                            Comment


                              #44
                              Originally posted by InquisitorAles View Post
                              Great examples, thank you! I also wonder, is it possible to control menu without using mouse and controller? I mean, maybe you know how to make menu options select when you just look at them? For example, if you look at menu button for 3 seconds, it will be selected.
                              It definitely is possible, in fact I've already made a tutorial on how to do it https://www.youtube.com/watch?v=KZOvJtrzTKA
                              UE4 VR Cookbook
                              Mitch's VR Lab tutorial series
                              VR Content Examples

                              Comment


                                #45
                                Originally posted by mitchemmc View Post
                                It definitely is possible, in fact I've already made a tutorial on how to do it https://www.youtube.com/watch?v=KZOvJtrzTKA
                                Amazing, thank you very much, i just discovered your channel and didn't saw this video. Subscribed, hope to see more awesome stuff from you in the future!

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