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

Hi ,
Thank you for making these videos. I was able to create a working head-locked HUD element for my VR prototype after watching your latest video on Stereo Layers for UI.

I have an issue with it I was hoping you or someone on this thread might be able to help me with:
The HUD element is a stamina bar that can refill over time. However if the Player dies while the bar is still trying to fill up, the Player respawns but the bar does not reset back to full and no longer refills itself. It just stays frozen right where it was when the player died. What’s more confusing is that on every OTHER player death, the bar *will *reset itself to full and exhibit normal refilling behavior.

Through debugging, it appears that the values which the stamina bar behavior is linked to does get reset correctly upon every death, but the bar itself does not update to reflect this visually.
Here are screenshots of some of the relevant blueprints:

Within Widget Blueprint:


Within the Player Blueprint:


Within the GameMode:


I am thinking it must have something to do with the order in which the blueprint instances are being reset and re-associated with one another, but can’t quite put my finger on it. Any help would be greatly appreciated!

Can someone help me with tutorial of using leap motion device (using gestures) instead of htc vive controllers? i want to be able to point to an area with my finger and then teleport there after 2 sec of pointing. another great tutorial will be of creating arm hud for leap motion - cant find one.

thank you

Greetings ,

I’m just writting to say im very grateful for your vr examples. It is exactly what i wanted/needed to start a room escape vr project. So far i’ve gotten the main mechanics working but for theeming, im going to change some behaviours in your template:

  • I feel grab and pickup are 2 events that should be fired by the trigger. That way you can just program the interface to be called in each blueprint for it to either be grabbed or picked up.
  • Also, im changing the grab mechanic so it will grab every overlaping blueprint/actor that is enabled to do so, instead of the closest one.
  • As soon as i get that working i will post a video.

Best regards

Greetings Again,

Changes made, here is video showcase: https://youtu.be/PwpIZSNX17w

Best Regards

Shovel games can also be put in VR. It might be fun.

Just chiming in with quick thankyou!

Hi

Thank you so very much for all this work! Its a great help to get working with VR in UE4 so much faster!

I have a small question. Im working on a VR project using 4.20 where the user need to navigate over a hilly terrain and I was wondering if there is way for your teleport functionallity to use the standard nav mesh bounds as its follows the curved/sculpted terrain very nicely. If i use your way of generating a nav mesh It look like I have to do the splines mannually in prder to get it to follow the terrain. Am i using this wrongly or would it be possible to use the nav mesh bounds ?

Thank you again for the work you done!

Jaeger Jensen

Hi, how to upgrade your project to 4.26 version? Cheers :slight_smile: