[Tutorial] 's VR Lab, an introduction to VR in UE4

ah ^^. Yeah, exactly. When I change the material from transparent to an opaque shader then I see the “stereo shadow-thing” in one eye + the tracevisualiser. And when it’s transparent the whole tracevisualiser is doubled -but- not in your example-lvl, there it’s perfect, this just happened when i migrated your stuff.

As you said, likely something with instance meshes + VR. I guess i should try make it non-instanced mesh to see what happens. Thanks for answering!

Hey! does recalibration mean I should do the complete room and floor setup again? The same one which is done when we first install the steam SDK setup?

Yeah just the room setup again

Thanks !

Hey , thanks again for the tutorials!

I currently own a Perception Neuron Mocap suit and I’m trying to go for a VR experience combining the mocap suit and the GearVR.

Watching the Head IK video I was wondering what is the best solution for the camera to be connected to the head joint ( position only obviously )…I used a socket on the head joint and attach the camera there, but when I launch the project on the GearVR the position of the camera is on the root of the character, so I guess that maybe the “add scene component trick” needs to be used…
Do you think that using sockets is a good solution or would you add a custom parameter to your HeadIK setup to accomplish what I need?

You should just be able to attach a scene component to the bone/socket.
I did this and it seemed to work

Let me know if it doesn’t work for you

my oculus Rift CV1
in VR preview is work
in standalong game and pak game not work
could u help?

hi Mitchi:

i already pak and HMD is work
it work:

but now is wrong light when teleport
do u know what happen?

Hi ,

Great work.

I wonder if you’d be interested in having these scripts converted to C++, componentised and packaged in to more of a plugin?

Or are you trying to keep it BP user friendly?

Happy to see what I can do if so.

Regards,
Minxies

Yeah I don’t see any need to really convert any of it to c++ but feel free to if you would like and yeah I try to not have any c++ in my tutorials because it generally makes everything more complicated and less modular

Hey , just loaded up the newest version of your template that went up on . Love the redone world interaction examples - exactly the sort of thing I’ve been looking for! Thanks again for all your hard work and videos that walk-through how you do it.

New video,

Just a run down of the latest updates from the VR Content Examples

https://.com/watch?v=1vhNIBwrufk

I feel in the same way, you ARE a legend, you saved me.

Thank you !! Enough said!! :slight_smile:

Hi ,

Thankyou!

The latest update to your VRContentExamples is so truly cool! Thanks for releasing such great examples!
It’s awesome.

I have a quick question - I have tried migrating the entire “VR_World_Interaction” map to another project.

When I try to compile the WorldInteractionPawn I receive these errors:
“InputAction Event references unknown Action ‘PickupRight’ for InputAction PickupRight”
“InputAction Event references unknown Action ‘PickupLeft’ for InputAction PickupLeft”

Referring to your Vive Controller Map image that you made a while back, I have replaced these 2 missing references with the “MotionController (L) Grip1” & “MotionController (R) Grip1” Events.

This seems to work fine - things can be picked up normally.

Was just wondering how to get the InputAction “PickupLeft” & “PickupRight” to work again - I have searched your wiki and through the examples but can’t work out how you set that up.

Ah yes for that example I decided to do the thing your actually meant to do but I’m always too lazy to do and set up proper input mappings, in my project if you go into Project Settings then under Input you should see the custom action input that uses the motion controller events, this is nice because we can merge multiple events into one.

To use it in your project when you’re in the settings click the export button and then in your project click the import button in the same settings screen :slight_smile:

Ok another new video is up,

This time show casing my new UMG VR Compatibility Plugin :slight_smile:

Thanks for the response to my question , much appreciated.

Now trying to lift my jaw back off the floor after seeing your latest UMG plugin video :smiley:

Incredible!

Gday there, wanted to jump in and say how outstanding your contribution is to the community, not to mention your communication of concepts is really calm and easy to follow. Great work.
I downloaded your plugin and example project and could not get them to work in 4.12.5, not sure if that’s the version you are running or if there is something whack at my end.
I get the same with 4.11.2, so if this is really only for 4.10 is there any chance or likelihood of 4.12 support? I have vs 2015 btw, but it looks like it requires 2013? pardon my confusion :S

For those that haven’t seen by our own NickD, Soon™ :slight_smile: haha