There are some initial docs here. However, the USD features aren’t available in this branch yet. We’ll probably merge those over next week. I’ll start a separate forum thread about the mesh editing features soon.
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There are some initial docs here. However, the USD features aren’t available in this branch yet. We’ll probably merge those over next week. I’ll start a separate forum thread about the mesh editing features soon.
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First I hated VR mode, now I love it, but have not tried myself.
Still guys, fix the regular UI of Unreal Engine, there are so much inconsistency there.
While using dev-geometry branch version, I am still only seeing the old vr editor, how do I enable the new editor?
Please tell me the new Control Rig Animation system(Based on Allright Rig?) in 4.16 can be used in VR, would love to be able just pose characters with my hands as if they were action figures. (Similar to the video AtsK pointed out.)
Just tried this out, first thought was where is the left handed option?
Second thought was I might like to be able to drag some of those radial menus out as floating windows too, or possibly create my own custom floating palette with my favorites on them.
Third thought was I’d still like the option to see the scale slider so I know when I’m back to 1.0 scale, should be a toggle. Same goes for grid when moving around the world, or an option to snap yourself back to standing height… Didn’t I see a demo of the ability to scale the world down and then teleport to a spot back into 1.0 scale in the past? Would be great for large worlds.
Also see last comment about VR editor and Control Rig.
Hi Xodroc! Thanks for trying out the new VR mode and giving us your feedback.
We actually just moved things like left-handed laser interaction, showing the grid, and seeing your scale while you’re scaling into Editor Preferences > VR Mode. These changes are now on GitHub on the Dev-VR-Editor branch, so give those a try!
The newest updates also allow you to scale down to 1.0 when you teleport, so if that doesn’t seem to be working for you, definitely let us know on AnswerHub.
The ideas about more customizable radial UI are great, and I think we are just getting to the beginning of some of the UI possibilities in VR Mode.
Thanks again
Hi Lauren, thanks for the tip! Wish we had the same GDC demos to play with too.
Just gave that branch a shot, left handed worked alright but several other things were broken or missing(VR mode did not exit when removing HMD for example, The new geometry system isn’t in the VR editor branch). Is there an appropriate section of AnswerHub for these test branches? Kind of feel like I should wait until some branches get merged rather than give feedback on partial implementations where the issues are likely already known.
That said, I kind of liked it when I could do things with either hand, I realize that might mess up quick undo/redo shortcuts though(then again perhaps not if the radial menu were called with a button). I also liked having menus pop up when pointing at the other controller. For some reason using the thumbstick and pulling the trigger on that hand while the thumb-stick is highlighting the option you want doesn’t feel as natural. That could be just me though, anyone else testing this aside from Epic staff?
One more thought, an option to prevent the radial menu from fading, and keeping the last selected action mapped to the trigger. Like you said, there are lots of possibilities for the VR UI, looking forward to seeing what we end up with. Hopefully it has lots of options. Mapping an action to the offhand trigger AND being able to point at/select actions with the main hand.
I should stop now, I could keep thinking of different combinations.
I had a strange problem mixing VR Preview and VR Editor in 4.15. I have my level set up to bind the HMD position to an imported camera (i work in theme parks and do ride visualization so i am always following a prescribed animation) and when I used the Play function from within the VR editor it kept the world scaling that I last had. I was riding through a miniature! While that was intriguing and a bit of fun, it was not what i expected. I stopped and returned to 1.0 scale. But when I played again (from within VR Editor still) the scaling issue remained. I exited VR editor and tried VR Preview. The scale issue remained. I tried using Stereo Reset but that did nothing for me.
The fix i found was to play the level in Viewport, exit that, then try VR Preview again. That seemed to reset the inter-ocular.
The sculpting tools in the landscape editor menu can’t be scrolled through in VR still, also when playing a FPS level from within the VR radial menu, the player can only move forward and backward with the left touch motion controller, the right touch motion controller does not rotate the view. Aside from these small issues (because still in development no doubt)I have encountered, its so amazing using the vr editor in UE4.
Has teleport improved since the vr templates were created?
Reason i ask is because i find the current teleport style a bit disorientating. It quite easy to press the pad on vive slightly wrong and end up looking off where you expect. Most of the time when you teleport you want to be facing the same direction and just change location.
To fix this i would make quick presses snap to exact rotations and for finer control you touch the pad lightly and change the rotation arrow before pressing.
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Worked with Unity and the VRTK for a while now, the recent livestream covering the new VR Editor convinced me to checkout dev-geometry.
I’m glad I did. Awesome stuff.
Anyone heard of VRTK equivalent for Unreal Engine?
I would personally love mouse control inside the vr editor.
One of the things that bugs me not doing level work in non vr now is foliage, it can be off the ground and you just don’t notice it without the depth that vr can give you.
Id love to be able to zoom around, select the bits of foliage with the mouse (perhaps a look at cursor sorta deal) and reposition them accordingly.
Pleeeeeeeeeeeease <3
Where to start to add Engine Plugins into Editor
So I am not sufficiently familiar with the UE4 API and I was wondering where to start if I wanted to add SpeechRecognition into the VR Editor??
–> It is an UE4 Plugin currently by @shanecolb /sphinx-ue4
*Ideally it would be awesome if I could design components for the VR Editor, then add them to the engine in this fashion. I would appreciate any help to get started, *
I am currently exploring this folder ~\Engine\Source\Editor\VREditor, but I am not sure how to go about adding Plugin support to it, as it is an Engine/Editor Plugin idea.
Tested out the “official” 4.16 branch today and noticed not much has changed. Teleporting still isn’t setting me to 1.0 size automatically, am I missing a toggle/option somewhere? (I know this was demoed with the Geometry branch previously) I did notice I can point my laser at the the radial menu and select with the laser hand instead which is nice. Still feels like I’m spending too much time bouncing between radial menus.
It would be neat to have a “wearable” menu. Like a wrist mounted palette on each arm(including a toggle for which hand is main/offhand).
Perhaps you can drag it out like a playbook to see extra rows of icons.
Being able to set shortcuts in the same way you set guns to specific holsters in Robo Recall would also be ideal.
Can’t help but feel like there’s room for modifier keys. Like holding a button down to scale instead of move or Duplicate/Instance instead of move, etc. without going to the radial menu. (I know there’s a shortcut to place items selected in the content browser)
Still isn’t exiting VR mode when I remove my HMD, have to use the hotkey. It’s also not saving the left hand preference. I’ll go ahead and throw possible bugs up on answer-hub too as per the earlier advice.
I realize you only get limited time to work on features like this.
Hi Xodroc!
Thanks for the feedback We’re actually testing out a few options for how the teleport and rescaling works. We got your bug reports for that as well as the other issues, and we’re looking into those!
For modifiers, you actually can use the modifier key (A on Oculus) to duplicate objects, just like holding Alt and dragging in desktop mode. We’re also brainstorming some ways to quickly switch between gizmos like you can in desktop mode. The wearable UI idea is interesting - we’d definitely like to find ways for users to set their own “most used” functions and have those close at hand. (Pun probably intended )
Thanks again so much for your feedback, and keep trying the VR mode updates!
I hope community feedback is listened to more in future because i just tested the new improvements in 4.16 and was let down by the same issue i reported last year.
I don’t see why they need to spring all the way back fully? Almost everything i’ve played hasn’t had a problem with it. Only the balloon inflater from the lab and unreal editor has had an issue working properly.
FEATURE REQUESTS!!!
It seems like smart-snapping works with static meshes but not Blueprints with static mesh components. Would it be possible to define the area of a blueprint object by first establishing a bounding box around it and then deleting those bounds after the move is completed?
Also, blueprints with construction script that rely on Extent Handles do not work in the VR editor, because extent handles are not grabbable. Unless I’m wrong and just haven’t figured out how to do it yet. Just installed 4.16 last night (I’ve tried every release so far and this one is worlds better.) It is super dope but can’t do the exact thing I’m hoping to do with it, which is heavily leverage construction script when building in VR.
I actually have this on my list to expose to Editor Preferences, but for now, if you’d like to tweak this value, you can use the console command “VI.TriggerDeadZone_Vive” followed by the new value you want for the released threshold. Maybe try “VI.TriggerDeadZone_Vive 0.025” and see how that works for you?
Hm, it should work with all actors, I’ll make a note to take a look at that.
Are you talking about variables in your Blueprint that are exposed as vectors or transforms? You’re right, right now there’s not a way to adjust those in VR. It’s definitely something on the roadmap though! I agree, I think that will make construction scripts in Blueprints really powerful in VR Mode!
Thanks that did the trick. Though it might be a good idea to default to that so others don’t have to tweak it?
Great work on the new improvements. The editor is really coming along nicely. The new bendy lasers and movement tool work really well now.
I did get a few issues in my testing on a new map with only high graphics settings.
It juddered sometimes when i had the wheel open. Especially so with the content browser and editor windows.
I couldn’t quit vr mode for some reason. Escape and leaving hmd on desk didn’t do anything.
Getting around and scale still feels a bit awkward. Holding grip and pressing trigger or pad at the same time to teleport or scale takes some getting used to with the vive controller. Things don’t quite feel intuitive yet with some of the different actions and manipulations possible but it’s much better overall.