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.
Just wanted to thank you for this amazing VR editor. Itās mindblowing and clearly the future.
I love the interface choices on Viveās controller, transforming objects directly in a 3D space is beautiful and allows a whole new level of perception for a VR designer.
Iāve been trying to get as much as I can done directly in VR and it just keeps getting better. (although the current Viveās lenses donāt seem to do justice to the interface, itās often difficult to read text when panels are far awayā¦).
Iāll try to interact with this thread as I get deeper in this.
Thank you again!
Rich: Iāve been trying to sculpt landscapes as well in 4.13 but it crashesā¦
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.
Nice work so far. Im not sure if you know but thereās a small issue with some vive controllers where the triggers donāt spring back 100% and it makes some tools not register properly. Is there any chance it could be tweaked a bit so thatās not an issue any more? Obviously its the controllers at fault but this is the only time itās 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 doesnāt feel very intuitive yet but itās getting better.
Those really hurt my modeling experiences, but if they improve, Iāll 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 donāt see any subtraction.) Anyone know how theyāre doing this?
This is incredible! One question: Am I doing something wrong or do the transform gizmos not really work yet as described? Iām using an HTC Vive and Iām 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 canāt 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.
Cool video link! Unfortunately no, the āgrabbing directlyā isnāt committed yet. I have it sitting in a Perforce shelf because Iām still working on it in between other tasks. Thanks for watching our stream.
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
Iād really like to see rotation and scaling decoupled when using two-hand interaction. I prefer to not use the gizmo since itās 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 Iād rather not take up any controller real-estate I donāt 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
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. iāve scanned through as much of this thread as i could and didnāt see anything about a feature, but may have overlooked it. any chance the editor can create āscene hotspotsā like the RTS style numbered camera save points in the regular editor? itās 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?
Glad you liked it! Just wait until the next version ā 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 weāll be removing the ālight pressā feature as we felt it over-complicated the controls.