Hello,
I would like to know if any of you have managed to model their house and be able to walk around without encountering any problems using unreal engine 5 and an oculus quest 2.
I modeled the ground floor of my house. I encounter a difficulty. I would like to appear at a specific place in the house when I launch the program. is it possible to do this? is it possible to correctly calibrate the helmet in order to respect the scale of the map?
for info:
my headset is in developer mode
the guardian is disabled
I try to reproduce the same as this youtuber but with UE
example unity video link:
The important blueprint node here is âReset Orientation and Positionâ. Assign this function to a button on your controller.
Then, walk to where your spawn location / player start is (be sure to face the correct direction) and execute the command. You should now be calibrated.
Let me know if you have any more troubles with this, welcome to the forums!
Thank you for your quick reply and Thank you for the welcoming^^. Iâm new to unreal engine and I donât know how to go about itâŚ
I created an action button (occulus touch (R) A press) called âResetPositionRotationâ from the project settings
I have a startPlayer with input => auto receive input: player 0
Blueprint
I have an InputAction ResetPositionRotation node but I guess I need to make sure the startPlayer is in my blueprint. I assume that the ResetPositionRotation node must be linked with the sartPlayer, no? An idea ?
Most template projects are set up with a âPlayerStartâ actor which spawns the Pawn defined in the GameMode (Project Settings â Maps and Modes)
Alternatively, you could just drop the Pawn in the map and set âAutoPossessPlayerâ to Player 0. (Delete the âPlayerStartâ)
Knowing about âAuto receive inputâ is good (if youâre trying to put inputs in other blueprints/actors) But Iâd set up the input and function call in your Pawn.
Itâs also helpful to wire up a âprint stringâ node to your input to be sure that it is working as intended.