Unreal Editor in VR - Official megathread

Posting again with a question. Can landscape be sculpted and painted in VR Editor? Can anyone tell me how this is done?

Also for those developing maybe check out zbrush lightbox tool they have a scroll wheel in that tool that is pretty interesting. Though I think just having the regular UE tabs movable like you have them is best. How long until SLI is supported for VR? I wil buy a second 980ti the second you support it! This really feels like the future. Can imagine using gloves that will enable typing on a keyboard, a virtual mouse. Higher resolutions. Absolute clairity. How about collabration with another user?

No more desk, no more screens, no more health issues from desk. working in realtime, in the scene living it. Even the work flow enables you to concentrate more no outside distractions.

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Just wanted to thank you for this amazing VR editor. It’s mindblowing and clearly the future.

I love the interface choices on Vive’s controller, transforming objects directly in a 3D space is beautiful and allows a whole new level of perception for a VR designer.

I’ve been trying to get as much as I can done directly in VR and it just keeps getting better. (although the current Vive’s lenses don’t seem to do justice to the interface, it’s often difficult to read text when panels are far away…).

I’ll try to interact with this thread as I get deeper in this.

Thank you again!

Rich: I’ve been trying to sculpt landscapes as well in 4.13 but it crashes…

move transform control (Gizmo) seems to go away after leaving VR editor mode. is there a hotkey to toggle it back on? Toggling G does not bring it back only resetting layout.

how did you get control of the sculpt tool? I can make the brush move but not the sculpt, Tried cheating with the mouse but that crashed it.

Nice work so far. Im not sure if you know but there’s a small issue with some vive controllers where the triggers don’t spring back 100% and it makes some tools not register properly. Is there any chance it could be tweaked a bit so that’s not an issue any more? Obviously its the controllers at fault but this is the only time it’s become a problem.

After playing around some more i think a human world scale button and teleport to surface would be useful. Editing things in vr doesn’t feel very intuitive yet but it’s getting better.

My biggest problems with the VR Editor so far:

  1. No BSP brushes
  2. Half-trigger pulls not registering.

Those really hurt my modeling experiences, but if they improve, I’ll be in this thing all the time.

Looks like these guys were able to create some parametric meshes that basically behave the way I want the BSP brushes to behave in VR (though I don’t see any subtraction.) Anyone know how they’re doing this?

This is incredible! One question: Am I doing something wrong or do the transform gizmos not really work yet as described? I’m using an HTC Vive and I’m trying to rotate objects, scale etc. It works as expected once: for example I click on one of the rotational axis (the one most perpendicular to me) and I can rotate the object. After that I can’t get it to work at all. I can scale and rotate kind of erratically using the two controllers together, but finer control using the gizmos as designed is just not working. Is my setup having problems, or is this just where the feature is at the moment?

thank you for the fantastic work so far! This is super cool!

General feedback:
The gizmo+laser approach really puts me off: the gizmo is almost as slow as flat screen editing (being able to do one action either translate, scale or rotate) and the laser interaction is inherently imprecise (why I do not find two hand editing too useful)- try pressing buttons several meters away with a long pole (the orientation shake gets more and more pronounced the further you move away and filtering is only so useful), worse yet open a door handle. You probably do want to interact with far away actors, but I think that being able to scale and traverse the world is almost enough for me in that regard.
To make it usable for fast level block out I really, really want to be able to regular old grab things, Working on a very hacky solution for myself (grab + optional (rot and and or loc) snap coupled with unobtrusive scaling handles that do not take up too much fov). Will likely share here if it actually ends up offering a speed improvement.
Some DPI scaling would be nice for the UI panels as the temporal AA makes text generally hard to read, maybe use FXAA/responsive AA flag for them in the deferred path while TAA is enabled.

You have to half press the trigger to interact with one component of the gizmo.

Any way to exit ā€œPlayā€ mode without taking off the headset?

Edit: Found it!
ā€œTo instantly go back to the VR Editor, hold the Grip buttons on both controllers and squeeze both trigger buttons.ā€

Watching the VR Editor Update stream <3
Btw is the direct grabbing interaction prototype thing is somewhere on Github?
And =_oxrQDBr6Mo

Cool video link! Unfortunately no, the ā€œgrabbing directlyā€ isn’t committed yet. I have it sitting in a Perforce shelf because I’m still working on it in between other tasks. Thanks for watching our stream.

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Thanks for the reply!
Looking forward to both that and the plugin and BP friendly refactoring! (And other things things as well.)
Meanwhile will likely share other design prototypes if they turn out interesting, though it seems pretty likely that you might have at least been thinking of similar things internally :smiley:

I there any way to change console parameters in the VR editor? (things like vr sli or vxgi parameters which are available only through the console)

I’d really like to see rotation and scaling decoupled when using two-hand interaction. I prefer to not use the gizmo since it’s kind of cumbersome, so I like to rotate objects using two hands but I too often end up scaling them a bit by accident. Maybe have some kind of toggle for two-hand mode: rotate only, scale only, rotate + scale.

Also, does anyone know how to exit play mode in VR? I can set up a hotkey to exit but I’d rather not take up any controller real-estate I don’t have to.

Unreal VR Editor will support Google Cardboard? or just Oculus Rift and HTC Vive?
And yeah Github link for VR Editor is also broken :frowning:
Anyone facing the same issue?

I have just started using the in VR editor with my vive headset but for some simple interactions like selecting content to drag into the map or rotating, my trigger wont work. Im fairly new to this but im sure ive followed the tutorial instructions and still 90% of the time my trigger does nothing. This is strange because when selecting objects and moving them or selecting a object with both triggers to move rotate or resize it works fine.

If anyone knows how to fix this it would be a great help.

just used the vr editor. awesome. i’ve scanned through as much of this thread as i could and didn’t see anything about a feature, but may have overlooked it. any chance the editor can create ā€˜scene hotspots’ like the RTS style numbered camera save points in the regular editor? it’s really helpful to toggle between views during development, and in VR this also means retaining scale at each saved camera point. beyond that, had a great first experience in the editor and look forward to seeing how this beast evolves.

[EDIT] am interested to know the design decision to use halfway-trigger-pulls for axis-constrained actor manipulation? anyone know why this was selected for choice of input?

Can I export editing mode so my lectures/clients can edit the model i gave them???

Glad you liked it! Just wait until the next version – there are a huge number of improvements coming. You can check out the preview of it on GitHub in the dev-geometry branch.

We decided to try this because we were running into problems where users would accidentally click the gizmo handles when trying to quickly select and move an actor all at once. However, in the upcoming version we’ll be removing the ā€œlight pressā€ feature as we felt it over-complicated the controls.

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are there any infos about the USD and openSubDiv integration.?