Hello everyone,
I am facing a problem with the teleportation even in the VR template.
I have my model in Datasmith, I am not working on collision of each component and then I will add the Nanmesh, but even in the original UE VR template the teleportation doesn’t work, can anyone help me please?
Hello Ashraquet, Welcome to the Forums.
So you’re saying that even if you load the UE template map (Without adding your building) that teleportation does not work? (And by ‘does not work’ I mean that you do not even see the teleport arc when pressing the teleport button)
This makes me think that it is an input issue.
What HMD are you using? Have you enabled or disabled any plugins?
Hello! Thank you so much for your willing to help.
I am using the Oculos quest 2, and yes, I don’t even see the arc when I try to teleport.
Oculus quest plugin wasn’t enabled but I enabled it, still nothing.
The only thing I did, is adding the datasmith plugins.
OpenXR plugin is also enabled.
Thanks for the info.
The VR template is set up to use the new ‘enhanced input’ system. So the first thing to check will be if your project is also using enhanced input.
Make sure these 2 fields are set in your project settings:
Also, just a heads up that I won’t be online again until Monday.
Thank you so much for letting me know about your availability.
I will check those tomorrow (I’m working on the university’s devices).
I know that the inputs are the enhanced input system but may I ask you if I need to see the inputs displayed also in the engine input (project settings), nothing shows there in my case.
Sounds good,
Since the enhanced input system is used, all of the inputs are controlled in the VRTemplate/Input/ folder.
It should still be possible to create input axes/actions in the project settings and add them inside ‘VRPawn’ to trigger events.
What could I control editing the original inputs to get them work?
You’ll see a lot of ‘Oculus Touch’ inputs in the original/legacy system.
Another thought I just had: Do you see your VR hands infront of you? If not, you will need to possess the pawn. Pawn settings: (AutoPossessPlayer → Player 0)
Big Picture: Input should work ‘out of the box’ with the VR Template. Try creating a new VR Template project to check if the problem is project-specific.
Will check if it is Oculus touch.
I can see my hands in the VR, and for the last few days I mostly open a new project everyday, it is the same
It doesn’t work.
Even today, after I enabled the Oculus plugin, the VR preview is greyed out.
I am really very lost in this very beginning step.
The solution that worked for me is to also launch quest link from the Oculus headset, I was able to teleport in the original template with the starter content.
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