Had a chance to hop into VR for some editing time. Am either looking for, or looking to build, an assembler of sorts that allows us to build rapidly with modular parts in VR to the point where it’s faster in VR than it is with mouse and keyboard. UE4 basically does this, but there are some issues with the interface. Most of it was really intuitive and smooth, but i found issues which i’ve listed below. in any case, happy to see this VR editor continuing to evolve a bit here and there, and as always, love working with this engine.
for QA purposes, here’s a link to my last session:
VR Editor Wish list:
quickly group objects,
quickly change pivot points of grouped objects
non-uniform scale in universal transform gizmo mode doesn’t seem to be working (or i couldn’t figure it out)
merge actors quickly in VR and then use those merged actors as part of the iterative design process
my habitual “ctrl-s” when editing out of VR was also non-existent and VR could use some sort of quick save option maybe in the system menu
because scale is sort of irrelevant in VR editing (which is what makes it so great!), it can be difficult to bring a small scale item into a big scene. being able to quickly type into the details panel a new scale would be helpful, but i couldn’t figure out how to do this. dragging the slider for the scale float within the details panel was still insufficient due to the scene scale delta
the grid for snapping was too bright or dominant. maybe this was just because of post-processing?
it was intuitive to be able to rotate objects with my actually controller rotation when gripping an object (like picking up an object in a VR game), however, i couldn’t figure out how to do this in the editor. axial constraints are great and all considering we’re missing friction in VR, but it would be faster if i could just place the object in the orientation i needed while taking advantage of my human self’s ball joint in the wrist. when the scale is large enough, the delta of minor handshaking won’t matter as much, especially during a rough-out design phase.
if some of these features exist, and i didn’t know how to trigger them, by all means, would love to know how to do it. will hopefully hop into another session soon!
I was really hoping the VR editor would get some love but it seems to be abandoned at this point. It was such a promising tool for quick layout / blocking but without updates it’s really limited. Maybe some day someone will pick up the reins and expand it’s functionality. sad face.
I was hoping with using vr mode to speed up the proces of levelbuilding. But i have a wierd glitch and don’t know how to get it working properly.
Does anyone know what to do about this?
The selection in vr mode is way off in the left eye. ( and sometimes the right eye to)
It is in 4.24 and 4.25 preview 7 with the oculus rift cv1
I’m trying this out for the first time. been at it for the last two days and still cant figure out how to open the radial menu.
I’m using UE4.25
also using HTC Vive Pro
seems like a lot of options are there, there is also a limited menu if i press th menu button, but doesn’t matter what else i press of what i do, i cant actually get the radial menus to come up so i can start building stuff. Anyone have any ideas?
This is a different menu to what I know being part of the standard UE4 VR edit mode that starts with an HTC Vive and a blank project when clicking the “VR mode” button in the editor. Are you using a different template project or where does the UI window come from? Looks like something virtual production related.
Edit: Yep, just tested and you might be using the VirtualProduction template that prohibits the radial menu to work as its a different VR editor mode.
Just a quick note for anyone happening upon this thread in 2020 and on: don’t bother with the VR mode editor. Its controls are broken due to the feature not being updated to account for the current way controller bindings are handled both in UE4 and in SteamVR. As soon as I realized that stuff wasn’t working properly likely because of my bindings, I realized I would likely waste more time trying to figure it out than I’d save by being able to edit levels in VR.
here’s to hoping commenting on this thread will mean it gets an update and added features like being able to edit blueprints directly in vr similar how you build in the level
They’ve never even talked publicly ABOUT the VR Editor LOL :`| I have used it since day one. Just like Epic to create something that takes 90% of the time out of level creation, then cripple it by quitting halfway. I asked in version 4.21 for the ability to simply Translate Vertices on a Spline (what better place to place and shape Rivers etc. than in VR?) They said it would be in 4.22. Nope! Not in 4.22, or 4.23 or 4.24 or 4.25 or even 4.26!!! All they have done since (in 4.25 and 4.26) is break the Undo button of the VR editor,. This is the most powerful in the industry and I feel like I am one of only 10 people that know about it!
Can the VR editor interact with editor utility widgets ? I created and started a custom Editor Widget, but I am unable to preview this in the editor. Am I missing something ?