Hi,
we are just implementing a VR Tutorial for any user on how to move and how to interact with things. At certain points we would like to highlight some touch buttons to make it more comprehensive for the user.
Thank you
Hi,
we are just implementing a VR Tutorial for any user on how to move and how to interact with things. At certain points we would like to highlight some touch buttons to make it more comprehensive for the user.
Thank you
There are a multitude of ways to solve this. You can for instance create a material with an emissive scalar parameter. When you then want to highlight the particular button, you can increase the emissive scalar parameter value to make it glow. Let me know if my answer is unclear.
Thank you EliasWick, but your answer is totally unclear. We do know how it should be to highlight with emissive materials.
Our problem in Unreal 5 and with the new OpneXR plugin to handle Glasses and pads and touches is to aim to this button. We just dont know how can we via Blueprint call to this buttons of this pads and touches.
There were other approaches in unreal 4 cause you could reach it in other ways, but now with this new system (OpenXR) we dont know how to arrive to the buttons. After that we could dynamically change the material of this button for the one with emmissive values. This is not the point.
Thank you.
Hi Cote,
To find the meshes used with the OpenXR plugin: In your Content Browser panel click âSettingsâ and enable âShow Engine Contentâ and âShow Plugin Contentâ. Youâll then be able to find the controller meshes in the Plugins/OpenXRContent folder.
It might be a good idea to copy these meshes+materials into your Content folder if youâre going to be making changes to them.
Looks like there is only one material on these meshes, so I think one path forward would be to create and control âtexture masksâ to dynamically highlight the buttons.
Another (easier?) idea is to have button-shaped meshes attached to the main controller mesh, and then show/hide them as needed.
Cool problem, excited to see what you come up with!
Hi Astrotronic,
that was the way. Thank you so much. But it´s a dirty solution, OpenXR handles all VR devices, and we have to map every single one. And the point that is just one geometry and one material makes everything a little bit more difficult.
Just in case some else want to do the same.
Short video. Again Thank you Astrotronic.