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Getting Started with VR

Here is a article that tell you how to make you own virtual reality glasses.

offtopic but on theme :smiley:
Have to share this with somebody :smiley:

I’ve been through the GoogleVR Quick Start instructions and basically all worked fine.

However one issue I am getting is that the outlines of objects are horribly jagged and pixelated looking. It’s not an issue with resolution on my device (Nexus 6P with Android 7) because the jaggedness is at a resolution equivalent to several device pixels, and also surface shading and clouds in the sky sphere look really quite good. The only thing I initially changed from the project created from the instructions was to drag a few primitive meshes into the scene.

I have tried various settings to attempt to resolve this, e.g. anti-aliasing options, but haven’t found anything that makes much difference.

Have others been experiencing similar and any ideas of how to fix it?

I’ve been through the GoogleVR Quick Start instructions and basically all worked fine.

However one issue I am getting is that the outlines of objects are horribly jagged and pixelated looking. It’s not an issue with resolution on my device (Nexus 6P with Android 7) because the jaggedness is at a resolution equivalent to several device pixels, and also surface shading and clouds in the sky sphere look really quite good. The only thing I initially changed from the project created from the instructions was to drag a few primitive meshes into the scene.

I have tried various settings to attempt to resolve this, e.g. anti-aliasing options, but haven’t found anything that makes much difference.

Have others been experiencing similar and any ideas of how to fix it?

great article on getting started
http://galacticbrief.com/index.php/2016/11/13/want-get-virtual-reality/

On multiplayer for VR, here’s some tips from our dev team.

The general gist of how to set it up is:

  • Make sure that the CameraComponent has bLockToHMD true for the owning client only. This will make sure that the owning client uses his own HMD position at all time. Make sure bLockToHMD is false for all non-owning clients. This will mean their camera will do nothing, by default.
  • Every tick, get the CameraComponent’s relative transform on the owning client, and replicate that to the server via a server replicated event
  • Replicate that to client from the server, via a multicast event
  • In that multicast event on the client, set the CameraComponent’s RelativeTransform to the one that was replicated.
  • Repeat the same process for motion controllers, if needed! They don’t need the bLockToHMD flag though.

Voila! Lots of people have done this in UE4, and there was even a Stanford course (CS211) that was offered that was all about multiplayer in UE4 with VR. LayoutVR also made a whole course on that, and has a great set of lessons, if people want to sign up (http://layoutvr.com/).

Also, don’t forget to check out Couch Knights on the launcher’s Learn tab for a pre-made online VR experience you can take apart and learn from. Though it was built for DK2, it still uses replication in a way that is relevant for modern VR systems.

Recently people in #ue-vr on Discord said that replication isn’t working for controllers (or something like that). Maybe a training stream about high performance multiplayer VR with motions controllers (Vive or Touch) using Blueprints would be a good idea? (after Thanksgiving)

This is basically what everyone tried to do to work around it.

Get the 3 Transforms on the Local Client, push them to the Server and let the Server update everyone else.

Just how you would imagine that it works. Thanks for sharing though! (:

If someone has time, try it out and see if the VR stuff replicates properly.

We’ve made this demo VR maze for HTC Vive at Program-Ace with Unreal Engine. It’s quite a simple project, it took about a week, but still quite impressive

Thanks a lot for this info. Does anybody maybe know how I could take the Stanford course if I’m not a student there? Is this even possible?

Every tick, get the CameraComponent’s relative transform on the owning client, and replicate that to the server via a server replicated event

Here is one good blog about virtual reality and augmented reality. https://thinkmobiles.com/blog/
Also, this company has many other offers https://thinkmobiles.com/

I’m sorry but the forum and the answerhub seems dead, can someone please put a few minutes on my problem and attempt to help me?
I’m trying to help others as well so it would really be nice to get some help back.
Here’s my problem: https://forums.unrealengine.com/showthread.php?139683-Replicate-pawn-switch-amp-possession&p=681184#post681184

Hey guys,
i have a quite basic question. Till now i used a template to use the HTC VIVE in my project, the Proteus Template. It is awesome, but i would like to know how to migrate the hands and the added functions and stuff like in the VR Template “Motion Controller Map” instead. The template doesn’t run good with the 4.15 and i would have to replace it with the 2.1 anyway.
Which files do i need and what do i have to change in my project?
Thank you very much for your help!

I like the 3D videos and VR headsets, like the Samsung Gear VR, PS VR, Oculus Rift DK2. etc, they are all excellent. You can get the relliable information:3D Movie on VR Headset Playback Tips and Solutions

Hey Folks, I have a quick question, hope this is the right spot.
So I want to set my unreal project up for VR and the VIVE.
normally I start with the VR template and I don’t have any problems.
This time the project was created already as a “Blank Template”, I tried to implement the VR Template but it doesn’t really work.

So basically my question is, to be able to walk around through that level in VR what do I have to do?
I did not really find anything helpful online so far, I believe that it is a quiet simple thing to do and I am just missing it.
Or do I have to create a new Level with VR PreSets?

Cheers

  • LB

Hello there,
all you need to do is to migrate the level you created on any template (ex: First Person Shooter) to the VR Template, then you must add a “NavMeshBoundsVolume”
and don’t forget to delete the cameras and pawns and the “Start Player” you migrated from your scene and place the new “MotionControllerPawn” from the VR Template into the scene.

This works as your starting point in the level, and to know if your NavMeshBoundsVolume is well placed all you need is to press the “P” Button to show you the affected area you can navigate with your controllers. and makes sure it covers all the navigation area you want.

Most important ! don’t forget to select the motion controller pawn you placed in the scene and change the Auto Posses Player to “Player 0”.

and let me know if you have any problems.

Thanks Nobel that was surprisingly helpful…as an Unreal noob I was scratching my head on this because I missed the "Auto Posses Player to “Player 0” setting …much appreciated.

good Documents for VR. I also want a guide on VR for iOS, please share more about it.

Would be helpful for me as well