How do I open/ change a level using Samsung VR

I am trying to figure out what is the best possible way to change between levels by using the Samsung Gear. I want to look at the door way/ trigger box/ object to create a transition from one level to the next. Also how to use the VR crosshair to click on a widget button for the main menu.

What do you mean by “transition”? Like a fading effect? Would you use a transition level? I’m currently using this system to fade in Gear VR: https://www.unrealengine.com/blog/creating-escape-velocity-for-samsung-gear-vr

And what’s the problem in clicking with the crosshair? You can use the “InputTouch” block in the blueprints, for instance, if that’s what you’re asking for.

Not looking for a fading transition literally just going from level 1 to level 2. The idea is to look at the object and switch to level 2 without using any physical input. If that helps understand what I am trying to achieve?

Here in the docs (https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/) you can find how to use a raycast to know what object you are looking at. Once you know what object you’re loking at, you can use the InputTouch block to know when the touchpad in the GearVR is pressed / released.

If you don’t want to click, but just to activate a function after N seconds, you can have a look at timers here: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseTimers/Blueprints/. When your raycast hits the trigger, start the timer. When your raycast is not longer looking at the trigger, and your custom action is not started yet, clear the timer. If your raycast hits the trigger long enough, the custom action will start.

To pass from one level to another, just use the OpenLevel block, just like for any other platform.

Hello minimadladliam,

After reading over your question, I created a quick example of how you could go about changing levels with a sort of gaze control. I have provide the example below. Please keep in mind this is not an exhaustive solution to your question but rather a way to get you pointed in a possible direction. I hope that this information helps.

Example:

Here I have created a widget that has an overlay and a progress bar. This is what I will be using to provide visual feed back to the user.

This is the event graph of the widget. I have created a couple of custom events that will be called by the object in my level to update the widget so that the progress bar fills up as the user looks at it.

This is the event graph on an actor that I have created that will be added to the level. I have added a widget component to this actor, set the widget to that of the widget that was created earlier, and I have set the size of my progress bar to 200 by 40.

In short this finds the widget in the level and converts its world location to a screen location and checks to see if it is within an acceptable range of the middle of the screen. If so, it calls the custom event that fill the progress bar. If it is not it resets the progress bar and stops filling the bar.

Make it a great day