VR Content Examples

For the teleportation to work the teleport area must have collision.

When setting an actor hidden in game it is supposed to disable it’s collision, however this was never the case. Although I haven’t tested it myself it seems as though because the teleport mesh uses per poly collision that it does disable the collision when setting the actor hidden in game. You could try setting it’s visibility and see if that helps. If not you could even try just an invisible material.

Although saying that, I may have mis-understood your question, let me know if that’s the case

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VR Content Examples

Hey people here
I’ve been doing my for a few months now and I have a cool project that I would like to share with everyone.

The idea behind this is a community project that shows how to accomplish cool things in VR for UE4. It is meant to be headset agnostic and I would like to also have specific levels for the quirks for all headsets.

Checkout the for more information on the functionality currently implemented

If isn’t your thing I also did a video covering the initial functionality on my channel

As always any feedback is welcome so please feel free to email me at

The project will remain free for the foreseeable future if you feel like supporting me feel free to donate.

Pretty cool stuff, now you just need a Leap Motion to help with typing, modulo some ML filters (a la Swiftkey)>

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Great examples, thank you! I also wonder, is it possible to control menu without using mouse and controller? I mean, maybe you know how to make menu options select when you just look at them? For example, if you look at menu button for 3 seconds, it will be selected.

It definitely is possible, in fact I’ve already made a tutorial on how to do it KZOvJtrzTKA

Amazing, thank you very much, i just discovered your channel and didn’t saw this video. Subscribed, hope to see more awesome stuff from you in the future!

Hey guys new version :slight_smile:

I added an object interaction / object pickup level call VR_World_Interaction which shows how to interact with objects in the world as well as throw them about. It’s all done in blueprints and works with the motion controller late update :slight_smile:

Anyway here’s the new build on https://.com//VRContentExamples/releases/tag/V1.2

And here’s a video showing off how it works
https://.com/watch?v=6MWGr3iMdZ8

Documentation is on it’s way :slight_smile:
As always let me know what you guys think :slight_smile:

Cool!

any possible GearVR tutorials on the way?
General development and packaging instructions are already available, but a tutorials on tricks, material setup and use, polycount and texture use will be great :slight_smile:

Hmm, I have a gearVR project that I’ve been working on for a little bit, but I’m not an expert at mobile dev. I had to take a break from that one (just too many projects I want to make) so I’m a little rusty on my gear VR dev.
But once I start working on it again I’ll definitely be sure to do videos on the stuff I learn :slight_smile:

Oh and once daydream comes out I’ll probably be testing it so I’ll probably do a couple of videos then and they’ll be somewhat applicable to gear VR

Hi , i have a problem with your solution. When I’m trying to use your interface system that i asked about before and package project for PC, all works great. But when i’m trying to package project to Android with using of this plugin - https://.com/NivalVR/UE4Cardboard app suddenly stop tracking smartphone sensors input. When i’m using default Pawn, all went well, but TestPawn from your example not working on mobile. Is this possible to fix this?

I’m not sure how that plugin works but it may have something to do with the camera component, try setting it’s “Lock To HMD” variable to false and see if that fixes your problem. Although I would also recommend to use the new 4.12 Daydream plugin now as that supports cardboard as well

Hey , first of all, thanks for putting this together!

I’ve been experimenting with different pickup systems and strategies, including 's great plugin (https://bitbucket.org//ue4-vr-grippable-motion-controller-plugin), and I just wanted to ask you a question about your implementation.

I see the way you’ve done it is by attaching the root component with weld enabled, and bumping up the linear and angular damping by a lot. This sort of gives it the same utility as a physics handle approach, but with late updates, which is great. But when I move a gripped object around, colliding with geometry, the relative offset of the attachment moves (as expected, to respect proper collision), but then it doesn’t snap back to the original attachment point, which is the behaviour I’m trying to implement (Sort of like Budget cuts does it, for example, where if you pick a mug up, and then collide it around, when it’s free to do so, it’ll snap back to the attachment point).

I was wondering how you’d go about implementing something like this… Updating the gripped component relative location each tick doesn’t really work, as it interferes with the physics calculation, and it goes bonkers. Do you have any tips? :slight_smile:

Thanks!

Unfortunately changing “Lock To HMD” to false on camera component didn’t change anything overall. And i would love to use official plugin, but unfortunately i can’t package any android project on 4.12, i keep getting this error - VR Build on Android - XR Development - Epic Developer Community Forums

same here, the snap-back is what I’m wondering about. My first thought was making a gate that opens under some circumstances, interpolating it back to a location stored when the object was first picked up?

great work so far !

Yeah I thought about that too. Store the relative location on pickup, and then snap back. I don’t know how to detect when an object has “finished” colliding and it has a clear path for that interpolation to happen.

Hey ,

Is there any particular reason why the chaperon bounds might not align with the level someone is in? I am working on an architectural project and for some reason when I put on the Vive HMD a few weird things are happening.

  1. My scale compared to the level I am in is messed up. I see the world as if i am a child or some times as if I am Gandalf in a Hobbits house. When I teleport ones then things return to normal but still the scale seems to be amiss.
  2. In the same project, in one level I am able to see the controllers. Where as if I create a new level and add the teleport interaction pawn I cannot see the controllers.
  3. My Chaperon bounds are all out of whack. They are always ‘in your face’ close and where ever I look I see the bound’s corners very close to me. It appears to be oriented diagonally to the user. This has made it difficult to navigate with in the level.
  4. When I package the project and run the EXE, and when I play putting on the Vive HMD; the screen flashes and colours become bright yellow or green when I use the teleport tracer.

Also there is an issue where, the trace visualizer component is unable to teleport to a certain location on the Teleport Area. I have laid out the Teleport Area throughout 2 to 3 rooms. But I am only able to Teleport within a certain region; even if I am able to see the Teleport Area but cannot teleport there.

Thanks again for sharing these templates. Cheers.

Hello , i fixed my problem with 4.12 version and now i’m using official Google VR plugin. It works great in blank projects, but when i tried to package your example from this video - KZOvJtrzTKA i got some strange errors. Firstly, when i’m trying to pack your example, it rendered weirdly on my device
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I tried to remove default touchscreen controls from “Input” in project settings, but after that packaged app just crashing without any error message. Maybe this happened because something changed in Blueprints overall? As i said, it only happens when i’m trying to launch your example on Android, on Windows and with default gamemodes on android all works fine.

@ Great work and nicely polished. Id like to make use of the web browser in a project but was wondering if it’s possible to control the audio and pass it on to be altered?

Nice work man, I’ve donated :slight_smile:

Were either of you able to implement this “snap-back” functionality?

Alright, sorry for the delay in replying, exam time so don’t have much free time for the next few weeks.

But I managed to get bounce back / snap back working

What I found the best solution to be was to
a) Store the initial position be need to snap back to (for this I store the relative offset from the pickuper component and transform it back into worldspace whenever I need to)
b) disable the pickup objects gravity when we pick it up (we’re going to create our own gravity :slight_smile: )
c) I have setup a threshold for the bounce back to try and eliminate any jitter feel free to mess with this value to suit your needs
d) If the pickuped component is greater than the threshold away from its initial pickup location then do the snap back logic
e) If the path is clear from the object to the pickuper than simply set its world location back to its initial location (the snap back)
f) but if the path isn’t clear we calculate our own gravity in the direction to the pickuper which makes our object always seem like it wants to go back to its initial location

Anyway the push is up on now so feel free to download it from master :slight_smile: