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  • replied
    Disclaimer: Sorry if my writing is not clear, I am a bit hungover because of the holidays, I will come back to this and make it clearer.

    Hello there! For anyone that is using this and doesn't know where to start or anything I recommend the following.
    Get this book https://www.amazon.ca/Unreal-Engine-.../dp/0134649176

    Yes, the book may be a bit old, but I find its contents still hold with the current version of the engine. (I am currently running 4.24).

    The great thing about it is that it walks you through creating a VR project from scratch and it uses a similar approach to the TraceInteraction Examples in the GitHub project which by the way can also be updated for 4.24 without many things breaking.

    I suggest you don't try building the Github project as is, instead read the book and use the project as a reference for things the book does not explain or stuff you don't understand. Create your own project and see if you can move stuff from the Mitch's project into yours, that way you will have more control and more understanding of how everything works.

    I like to think of the book as a companion guide to the VR Content Examples project that is on github. It was really helpful to me as I got an understanding on how to do things without much hassle.

    As a final note, if you created a VR Template using Epics launcher, do not use any of their built in stuff, you will get confused and lost in weird details. Make a VR Ready project, but start from scratch.

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  • replied
    Hi how can i use this for the oculus quest ? because when i try it there some of the refrences are gone. would appreciate any help thank you

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  • replied
    I found this project through a google search for a VR keyboard.. I wanted to test out the example, but the trace interaction map just seems broken. As soon as you start the level for about 1 second you can get a teleport marker on the floor and it then it just immediately disappears and you can't move around beyond that. I wanted to get a sense for exactly how this thing works.

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  • replied



    hello if someone can help me in the bp_interactivedoor if I change the mesh or scale does not do the proper rotation as I can fix it.






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  • replied
    I have the same exact problem, Any ideas on how to fix?
    I'm not getting the whiteboard to work at all after updating the project to 4.20, so your problem would be a good one to have...

    Have you managed to get it working in the latest version?

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  • replied
    This is a very good resource for learning UE4 as well as VR!

    I've got a problem I'm hoping has a simple solution. Here it is:

    If i duplicate the whiteboard, and try to draw on one, the markings show up on both. If I duplicate/replace M_WhiteBoardClearMaterial, M_WhiteBoardMaterial and RT_WhiteBoradRenderTarget, the markings only show on the first board, but the second can't be drawn on at all. Any simple way to have multiple whiteboards that all work individually?
    I have the same exact problem, Any ideas on how to fix?

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  • replied
    This asset no longer developing, don't take a risk to build anything serious using old modules.

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  • replied
    I figured it out, and this is what i had to do in case anybody does this. There is a custom struct set up called sQuat. When I moved stuff around the BPFL VR function library lost track of that struct and any inputs or outputs on functions that were looking for squat reverted to just regular structs, and any make or break squat nodes reverted to unkown struct. So I had to take all the inputs and outputs on these functions and set them back to sQuat, then rewire the broken make and break nodes to where they were before. I did that, and all the class blueprints that depended on those functions compiled correctly.

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  • replied
    So I accidentally broke the project. I moved the items from the blueprints folder (theres an enum, a struct, and a function library, full disclosure, I do not know what these things are) to another folder.in a lot of the tabs under the BPFL VR function library there are make and break struct nodes that are now labelled make <unkown> struct or break <unknown>. How can I put everything back to where "it" knows what its looking for again?

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  • replied
    How can ich change the button for pickup objects in this project? I want use the trigger button instead of the grip button from HTC Vive motioncontroller. I find the Blueprint with Right and Left Controller but i dont find a way how i can change. Can someone help please?

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  • replied
    Is it only support Vive? i did open the sample, Teleport is not support? am i missed some setting?

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  • replied
    Has anyone figured out how to add two examples into one blueprint? I need to interact with something that has pitch and yaw. The door example is great, it has the yaw and is working well in my scene, but when I try to add some pitch functionality to the next scene component down in the hierarchy, nothing works. It's basically a mounted machinegun, it pivots up and down, side to side.........my whole game hinges on this one thing.

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  • replied
    Hi i use the 4.15 Version

    How i can Lock the two hand Weapon the Z and X axis? I only want the Y to use for a Billiard Cue

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  • replied
    Edit: Ended up getting it sorted by changing the tan2 and adding a *-1 to fix up some incorrect rotation.

    Hey there. I'm trying to turn the Lever into a Joystick inside a vehicle and I'm having a hard time.

    I copied your code exactly in the lever, minus the stuff that resets it, but it's just not going the right way. I'd take a picture but it's literally the same stuff in the On Drag section of the level, the only difference is I get a scene root world position instead of actor, as this is inside another actor. This scene should be the same as get actor transform on the level though so it should be the same.. The rotations and locations of everything is the same as the lever.

    Any ideas?
    Last edited by Pinworm; 09-24-2017, 09:52 PM.

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  • replied
    Is there a way to simply import the door template/example into my current VR project using the default Unreal VR Template?

    I was hoping I could just drop the door asset in and have it work. What else would i need?

    Thank you

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