Unreal Editor in VR - Official megathread

Thanks for your feedback.

I have found with assessments (of any type) that if one or two things are off–then the whole experience is off. So it may be that after a few tweaks in the the work flow, or tech improvements to reduce nausea would make this workflow more attractive and useful.

We are absolutely at the genesis. I do believe that as this matures…we will want to create much of our work inside VR.

Scale and positioning are really important when designing for VR, so it would be nice if the tools made it easier to keep that consistent.

For instance, if I point to teleport to a point on the floor, I would want it to automatically line the floor up to the height of my real floor, so that I can feel like I am walking on the surface I pointed to, seeing the environment from a real perspective as if I were there.

I would also like to be able to use the free transform without modifying the scale of objects. Maybe if you press and hold the modifier button it automatically returns the object to the scale it was set to before you grabbed it and keeps it there while you rotate.

Same when rotating the world, it is hard to keep it 1:1. Maybe if you hold the modifier button while moving the world it also snaps and keeps it at 1:1 scale.

Your Pawn should have a “Base Eye Height” under the camera option. Raising or lowering this will change the height location. If you created some type of slider or keypress to adjust this, you can probably dynamically align to the height of your real floor as you described. This is probably the only automatically way to do this other than Steam’s Room Setup.

Oculus provides your height off the floor in its tracking data, just like Vive, and the Unreal VR Editor already uses it to show the floor grid.

Is there an easy way to play your level in VR mode?

Yeah if you have your pawn set up correctly. I play test my level all the time. Definitely helps if you are careful with your framerates right off the bat though. I have definitely given myself a few headaches by some assets that choked up my video card until I cleaned them up.

Agreed whole heartedly. Just putting toggles for those things would make the whole interaction much easier. Like a checkbox somewhere that says “lock scale at 1:1”. Or checkboxes that lock Transform, Scale and Rotation and you could choose to lock or unlock any of those on a per object basis.

Oh yeah. Don’t get me wrong. I am still excited about it and I am positive it’s just going to get better and easier. I am just grateful that these forums exist and that the developers at Epic are so willing to be open and interactive with the community.

Scaling UI

Hi !

First off, already love the VR editing. So excited that I got my hands on it. I have a question about the scaling gizmo in VR mode. Okay, well actually more like the scaling gizmo in the universal gizmo only affects translation. Basically, at the current moment, you can only universally scale an object, without having a choice between x, y, and z axis. This is even more obvious when you change it from ‘Universal Gizmo’ to the ‘Scaling’ gizmo. Is this a bug that the developers are aware of or will be addressing?

I do understand that this just released so it’s merely curiosity (and some hope :D)

**UPDATE: I actually managed to figure out that you have to be in Local Space in order to scale objects non-uniformly. Hooray! **

Hi !

I thought I had posted something earlier but it doesn’t seem like I did. I actually figured it out by playing around with the editor some more. Now, I have a question about lighting in VR mode. I seems like a really awesome way to interface and place lights in the level, until you can’t translate or rotate the light at all, unless you exit VR mode and manually adjust it on the monitor. I was wondering whether there were any plans in development for accessing and adjusting the lights.

Awesome! Thanks so much.

Cool. Glad you figured it out. The next update will have a transform gizmo that we hope will be quite a bit easier to use.

Hi, I really like the VR Editor, great piece of work with a very natural work flow!

When will it be possible to place/remove objects within the VR Editor using the “Foliage tool”? Currently nothing happens when I pull the trigger, and the foliage selection tool does not change its position on the landscape when I move the Vive controllers…

Very excited about the VR Editor mode… don’t have hand controllers (yet!) - is there a way to emulate some controls with a 3D mouse, leap, or smartphone? (a la google The Controller Emulator (Deprecated)  |  Google VR  |  Google Developers). Even some mouse/keyboard assignable hotkeys attached to the gaze would be enough to get started. Anyone trying to implement a general usb input device solution?

Is there a trick to using the Vive touch controllers to select menu items and things in the VR editor? Using the triggers don’t seem to work too well.

I am having a trouble trying to get the VR Editor going. I have my Vive running on Steam and room tracking, then I press the VR button in Unreal and it just sits there. nothing happens in the headset, just sitting in my Vive home screen. I’m sure it’s simple but anyone have any suggestions?

These points exactly. I’m not interested in teleporting into the floor every time I teleport. I’m not interested in changing world scale.
These are the main things that bugged me.

I enjoyed the vr editing experience, but these features kept me out of it for serious dev.

I’m seeing the same thing. I placed a light but couldn’t get a manipulator to show for the light, even when it was selected manually through the outliner.

An additional question I’m still looking for is, why are the UI panels dark in my scene? Are the panels driven off of scene lighting? I don’t really feel like they’re bright enough for me to not have to strain to see them. Haven’t tested on my Vive, but tested with Oculus + Touch controls

I mentioned a few pages ago how useful voice control would be in in the VR editor especially for spawning objects into the level, so here is an example of just that idea implemented by another game company:

What would make this even more powerful is to use an AI Natural Language Processing/Understanding API to go beyond just simple voice commands:

https://wit.ai
https://api.ai

VR is the perfect place for natural language interfaces since other ways of interacting with the VR world are still rather clunky compared to real life.

I’m sure everyone will eventually figure out that it makes a lot of sense to bring the new wave of Machine Intelligence into VR and gaming in general.

Hi!

Is there a way to create plugins for the VR editor to extend functionality, modes and windows?
I am aware that I can create new editor modes and that those will be automatically accessible but are there also other ways?

Are there plans to integrate the sequencer into it?

Cheers

Tried it and it is awesome. I have problems sitting at the pc for two long due to back stuff, even standing static sucks. walking and working like this is really realy nice please keep up the good work.

This is very amazing.

Man we need even higher resolution now. This could be quiet viable. Need also easy keyboard input methods!

One big problem so far is if I hit the lower button Steam menu pops up. And UE crashed out. How can that dam button be disabled so Steam does not crash the party?

Thanks