WHAT
is back on the livestream with even more info on getting started with you UE4 project! This time he’s talking about getting started with VR based on ECGC talk, with extra commentary, examples and a live Q&A at the end! With all of these tools, updates and console commands to learn about, even virtual veterans can pick up some new tricks.
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
UPDATE! is sick, but luckily was free to take his place!
This is great! looking forward to it. I really need some tips about creating VR games especially about performance and the assets used in these experiences.
Yes, they do. You can re-watch them on Twitch, or you can wait a few days for them to be posted on Youtube.
[Questions]
What are some “best practices” when dealing with particle systems?
How do you go about setting up a “True First Person” character that can be used in VR, 1st person, or 3rd person
How should we go about “detecting” various HMD’s and accessories (Vive Controllers, Oculus Touch, Xbox controller, Move controllers)
For dialogue events, what seems to be the best way to use subtitles?
How do we go about setting up world units / scale to account for the player sitting down (playing with a controller) or standing up (playing with motion controllers)?
Since I’m working with old hardware, is it fine yet to add locomotion to characters (standing up with MC’s), or is teleportation still the way to go?
Detect if HMD is being worn?
More of a curiosity, but how would one “start” the game with computer vision of the real world, then do some hand motion (a swipe?) that swipes in the game environment while swiping away the real world environment… and vice versa?
We are trying to build a VR Multiplayer game, and our solution for replication of the Pawn is RepNotify for WorldTransform on EventTick.
This is a very unreliable way to replicate because it’s depending on your network “how much it will lag”, so our questions is:
Is there a better way to replicate the Pawn and MotionControllers?
Are you planning on doing replication for MotionControllers like CharacterMovementComponent?