WHAT
With Unreal Engine 4.27 OpenXR is now production-ready, and there’s a new VR Template designed for it! This week on Inside Unreal, we’ll explore the Blueprint framework that makes up the functionality of the template and how you can customize it for your own experiences.
If you’re unable to make the livestream, all episodes of Inside Unreal can be viewed afterwards on-demand .
WHEN
Thursday, September 2 @ 2:00PM ET - Countdown
Heya, just one thing about the template I noticed. You can no longer set your facing rotation when telporting.
Seems like a tiny bit of a downgrade from the previous VR Template where you could set your rotation and location with the thumbstick while teleporting.
Any thoughts?
Great stuff thou, common standards for VR stuff (OpenXR) is great!!
Where is the FPS Setting so that i can render in 90 instead of the default 72?
In the clip it was mentioned that on Quest 2 there is support for 72, 90 and 120 Hz
I just want to make sure that I can’t set up rigged hands or hand tracking when using openXr yet. The only visual component for hands for your character pawn is the motion controller?
UE 5, using todays official UE5 launcher version, clean install, building the VR template, I can’t run a lighting build or level build without the editor crashing.
the official Content Samples, Lyra, Blank project, all build without crash
Is anyone else having this issue?
**UPDATE, eu5 is defaulting to DirectX12 in RHI target, set to 11 for the VR example.