On this week’s livestream, learn how to create a project agnostic, VR spectator camera in your UE4 project. Our team will also demonstrate how it can be used to record trailers for VR games, or to create local asymmetrical multiplayer games. Make sure you have 4.21 installed if you want to follow along!
This sounds awesome! Could you guys maybe touch on creating a VR visualization with animated elements? For example, a spaceship that shoots down another spaceship? I’m just wondering how to animate all of this within UE4.
This is exactly what I needed thank you so much, but my xbox controller input isn’t working. I made sure that its in the input and that I connected it correctly in the spectator component, but I still can’t move the camera with the controller…any ideas?
I have another question, this one is probably trickier.
Is it possible to have an application running on two screens, one of them being the spectator camera covered in the livestream, and another one just displaying the usual HMD livefeed? I’m working on something funny with green screens, but only want to layer real life images in one of the screens but not the other. By simply switching the Spectator mode from Disabled to SingleEyeCroppedToFit I get the transition between both working just fine, but unfortunately, since it’s the same window, one of them is gonna have unwanted green screen layering.
I don’t think this is possible without modifying source code unfortunately, and I wouldn’t know where to begin. I’d search and see if people have been able to do “split screen” but on two monitors. nDisplay might also be an option, but I’m just brainstorming here.
I’m assuming that you’d like to use the 3rd person character BP for the player controlling the Spectator Mode Camera. You can’t use “Add Movement Input” without possessing the pawn, and since our player controller is possessing the VR Pawn, the workaround would be to use an AI Controller for the 3rd person character, and add the SceneCaptureComponent (just like in the example project) to it.
Yes, but you will have to do the input similar to how we did the flying camera to execute walk/jump/etc.
It’s a good tutorial but in this case we can’t use two player controllers like a traditional local multiplayer game does. The tutorial series then goes into how to set up a networked multiplayer game which we don’t need since everything is local.
I know this is a bit late to the party but I am stuck on a part of the application and thought a little help could be useful.
Is it possible to use the actual mouse cursor on the window to work with the widget interaction instead of having a world cursor for the widget interaction component?
When I set the mouse cursor to be visible and click on the window the widget interaction gets all messed up. and the mouse goes off bounds on the window.
Thanks a lot in advance and I hope I am not doing something terrible posting here after this time.