Didn’t let the textures rebuild… (doh) But there is still something on the right eye, now it’s a black texture with white text, but I can’t screen cap it as the preview window is only of the left.
Same here, a human snap scale button is needed, and the grids is there a way to disable them?
And the resolution i get in the editor with the HTC Vive looks very dk2 like, very low res.
R
Nedo
Hi, hopefully someone can help. I am having problems selecting tings from menus such as the tutorial “Next” buttons. When I hover the laser pointer over them they enlarge but most of the time when I press the trigger nothing happens. Same issue when I try to teleport. I press the grip button and the grid comes up but clicking the trigget just select whatever is at that location.
I think this is the same thing that happens to me - try pushing your triggers back out that last little bit to completely reset them, and see if you can select/teleport. My triggers only return to about 98% after a click, so they don’t reset and allow me to select again unless I push them out manually a tiny bit.
Yes that is it thanks. Is this a fault with the controllers do you think?
I tried asking in its own thread with no luck, so Ill try here:
I cant select geometry in the editor. The objects in the default VR map is working fine, but i cant select the walls i made using geometry. The little “select ball” at the end of the laser pointers simply dont show up when i point at anything made using geometry.
can anyone help ?
QUOTE=Ryder35;530877]Yes that is it thanks. Is this a fault with the controllers do you think?
[/QUOTE]
It seems a very common problem with the Vive controllers, it has happened to me after a few very light days of usage, and not only in VR Editor, also on Tilt Brush.
If this hardware problem is not fixed by Vive firmware or steamve software, we will have to take this into account in any application or game we develop.
No, it has already been answered, BSP (“Geometry” brushes) is not working in VR Editor, sorry.
It amazes me how advanced this engine is becoming! It’s definitely superior to Unity, JMonkey, or any otehr ones I can think of! Plus it’s pretty much free! Thanks Unreal!
Bummer, thanks.
I am using Epics guide on level creation, where geometry brushes is used.
Can basic cubes do the same for me?
Sorry, im all new. VR made me see the endless possibilities, but its hard.
Basic cubes can help, as well as some more default Engine Content, and the Starter Content, but it’s not as powerful/quick and dirty as BSP.
But in the other hand, BSP should probably never be shipped in a released game, for performance and visual fidelity reason (as some effects does not work with them).
Disclaimer: this is somehow the limits of my knowledge, because I am not a game level designer (I am a C++ programmer).
I noticed. No subtractive brush option and no scaling without scaling the textures as well… I already hate Basic cubes
Thanks for the answer.
Hey I have gone through most of the thread but it’s possible I skimmed past someone answering this…
I have to start Steam VR before launching the editor in order for the editor to make use of the headset and controllers. That’s fine. I can live with that. What is really frustrating is that when my headset crashes or I need to reset it that it immediately kills the UE4 editor with no option to save. I have lost a couple hours of work already at least once. It would be great if the editor could stay open at least long enough for me to save and obviously much better still if it would just stay open and provide a way to reinitialize the headset with the editor.
We’ve noticed this too. Sorry for the inconvenience. We hope to have this fixed in the development branch soon.
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Ok. Just glad to hear it’s being worked on. Thanks for the response.
I can’t use my Vive controllers in the VR editor without it crashing. Is anyone else having this issue? I start out as a floating head and when I pick up the controller from the ground I see the laser beam come out of the controller and then everything shuts down with no explanation.
THIS contributes so much to the sense of satisfaction from accurately selecting and controlling things. I didn’t even realize I had this trigger reset issue before reading this thread. I just assumed I wasn’t quite doing it right (or that UE4 wasn’t quite there). But, with being mindful of manually resetting the triggers, I get 100% consistent behavior with light/half presses and just so much more control and accuracy. Transforms the experience from mildly frustrating to a total blast.
Now if we could only get this fixed with a firmware update or perhaps a UE4 tweak… Any guesses on where the source of the problem is and where the easy fixes might be?
Thanks for pointing this out!
I am curious to ask the early adopters here:
Super impressed already. This is all early in development…and will only improve, but…for now…
-How long do you envision staying submerged in VR to do your work?
-Is the benefit mostly being able to bounce back and forth --in and out of VR…to test?
-How is eye strain, nausea?
-In time…do you see this as a game changing workflow?
I’m on the VIVE and relatively new to Unreal (longtime 3d guy). I am a big believer in content creation inside VR.
Github just 404’s me. and unable to get any good results from searching github - has this been taken down?
I was pretty excited about it when I first heard and had some fun when I got my Vive. I think it’s great for initially feeling out the scale of objects but I have found myself very rarely going back into the VR editor now that I have blocked in most of my scene and I have set up a VR player camera with some teleport functionality. Now I just end up testing in the “game” more often than not. It’s possible I could end up using the VR editor more often if some of the snapping functions (snapping to surfaces in some fashion) get enabled/created. Oh and something I have brought up a few times would be the ability to lock layers to keep accidental selections from being made. If those things were in place I would be more tempted to be in VR more often.
I have also noticed though that it is pretty critical to keep the frame rate up while in the VR editor as I was definitely getting some VR sickness issues until I realized that when the editor was mirroring to my 4K monitor it was choking the hell out of my graphics card. All I had to do was move the mirrored window to my other monitor and it literally doubled my frame rate. But it really just takes one or two moments of poor tracking to hit you in the face with a brick and then you are just asking for a headache that will make you much less productive. I have tried to make it a habit of getting artwork and scripting done early in the day and testing my VR stuff later just in case I knock myself out of commission.