Yay, glad that worked for you! I’ll probably use something like that for a starting point when adjusting the value, but eventually things like that will be all in Editor Preferences so users can adjust them for their personal interaction style.
To quit VR Mode, you can now use “Alt + ~”. Escape will now leave simulate or play in editor, just like it does on Desktop Mode. For leaving the headset on the desk - do you have auto-entry enabled? We turned it off by default when we made VR Mode accessible on the toolbar by default. The other thing is that Vive has about a 10 second delay for no longer registering movement and leaving VR.
Thanks for all the feedback about the new changes! We know there are still some things we can adjust about input, but so glad to hear that most of the updates are working well for you. For the visual judder, could you make a report on AnswerHub with more details about your PC setup, etc.?
Absolutely love the new ‘floppy’ laser pointer! At first I wondered what the point was but it improves precision so much.
Now the Blueprint editor window is quite usable once you scale it up a bit. Is there any way to right click currently? Also noticed there seems to be a bug where the zoom level changes erratically (usually to) in the blueprint editor when scrolling the touchpad.
Other feedback: it isn’t currently obvious at all how to undo/redo until reading the manual. Another radial menu or labels on the buttons would help that.
The pulsating grid is also showing over the top of menus.
Ive been trying to utilize the UE4 vr editor as part of my main development scheme. Creating meshes and hard body objects was previewed in 4.16 but I can’t seem to get it working with my build. I saw there was a Github for the option maybe? The link doesn’t seem to be working for me. Or maybe im going about it wrong. I want to be able to build up models like buildings lets say completely from the ground up in the vr editor. Is there a tutorial that can show me how to get this going?
I’m currently using this branch https://github.com/EpicGames/UnrealEngine/tree/dev-geometry for the VR editor but I encountering a bug where the radial UI on the controller is missing the billboard/texture assets.
Has anyone encoutered this issue?
Sorry I can’t read through 18 pages and I HAVE tried searching a few phrases but can’t find anything…
is it possible to disable the glowing neon around the in-editor oculus touch controllers? Or at least only have them come on when you’ve brought up the circle menu.
is it possible to disable/hide the red neon selection/laser pointer, again until needed.
I ask this as they are extremely distracting in-editor when I’m trying to assess a scene, lighting, or even just mock testing where I have no need for the controllers to show like that (rather than running the game/VR preview) and don’t want the giant red laser line messing up my scene. I often end up having to put the touch down/out of the way of my scene but that line always finds a way to cut through the environment I’m attempting to take in to make decisions on.
Also I ask #1 as it seems mostly superfluous to me and with god-rays in the rift (and vive - have had both) that bright lighting on the controllers only serves to make in-editor time a bit more exhausting with all the lens flares and fogging effect they create!
Sorry if this has been asked a hundred times and is old hat… and if there is no option or easy hack anyway I guess I’ll have to delve into the engine code or assets to tame them myself somehow.
Just wondering… does VR Editor support Microsoft Mixed Reality Headsets already? Has anyone used a mixed reality headset working within UE4? How does it compare to say working in VR Editor with the rift (if vr editor does support already)
You can achieve this fairly simply in the editor without modifying source. Open the content browser and in View Options enable “Show Engine Content”, you can then search the Engine Content folder for either OculusControllerMaterial_Inst or VivePreControllerMaterial_Inst, and override then untick “Show Glowing Trim”. You could also leave it enabled and just reduce the alpha on the Trim Colour (if you have difficulty seeing your controllers in dark environments. Hope that helps!
Hi! This should be fixed in the next version of the engine - but for now, the workaround is to just wait a minute between opening the editor and going into VR Mode. Thanks!
is there any (scientific) paper about the basic concepts of the UE4 VR editor?
Currently I write a seminar paper about visualization of hypertext in VR and interaction with it. I want to use information from the games industry, because hypertext and human interaction with information and its structure is important and needs easy and smooth navigation, expecially in VR. In my opinion this is what game developers are good at: visualizing information in an easy way and communicating with the player. And that’s basically also done by hypertext researchers at some point.
Does some paper about the UE4 VR editor exist? Something about navigation and interaction? I could not find anything like that.
I hope this post is at the correct position and not completely wrong here. Thank you all!
@DarkVeil Hi , Thanks for sharing your specs. I am having a lot of performance issues running UE4 vr editor, but I think my build is equal or better than yours. I have amd FX 6300 and Radeon R9 390X. All of my HTC Vive apps from steam and Viveport run just fine. I really wanna get in and start painting and sculpting my imported real world landscape (Cliffs of Moher Ireland)
My UE4 verion I’m running is 4.16.3
I’m going to try updating to 4.18.2 when I get home from work tomorrow morning.
Is there anyway to use the functionality of the VR editor in a packaged game. Ie, we want out architecture clients to be able to use this VR Editor with the standalone package we send them, so they can edit landscape in game. Is this possible?