Just a couple of questions regarding using the HTC Vive headset.
2nd question: is a little bit more complex. I have my scene assembled (small flat). Everything was exported from 3ds Max using the Datasmith plugin. The light quality I am using is Preview for now. Yet, when I hit the VR Preview almost everything is slightly blurred. Do I need to tweak textures and geometry to get a better quality? Do I need to focus the headset?
3rd question: Is there a way I can test my scene without using the VIVE headset? When I hit the normal Preview I am not able to move.
Many thanks in advance for any help because as you can see I am taking my first steps with VR.
2nd Question: This is probably due to anti aliasing. Go into your Project Settings, search for Anti aliasing. If its is set to TemporalAA change it to MSAA. MSAA is usually the preferred AA method for VR, TemporalAA is applying to much for VR and its just gets blurry.
3rd Question: To have two different test setups you should have two separate pawns. In the World Outliner/World Settings you can set player pawn, have one for VR and one for monitor usage. Just swap out the player pawn and you should be good to go. This obviously requires the pawns to be set up correctly aswell!
Thanks Nofyt for your reply. I changed the AA and it helped a lot. I am also using the Forward renderer as it is recommend for VR. I will have a go with the a different Pawn or at least trying to setup one. Can I import one from other project?
Yes of course you can import from other projects. In the other project select the pawn you want to use, right click it and select migrate. Migrate it into your projects content folder and you should be good to go!
Dont forget to approve my answer if you found it sufficient
Sorry for the delay. So, I created a 3rd Person scene and exported the Blueprint, the GameMode and the HUD. However, for some reason it gives me a warning for all the input events.
Input axis and actions are not migrated with the content. They explicitly need to be redefined (or Exported and then Imported) in Project Settings → Input. Check there.
So I double checked the Project Settings - Input and is the Bindings tab. I just need to test if adding that mapping is going to affect the VR controls