VR Content Examples

Hey guys/ can anyone help me here. I’m trying to figure out the BP for the intractablebutton and how to trigger an event with a button press. In the demo room it releases objects but for the life of me I can’t see where that is in the code below.



I’m guessing its in the worldinteractor BP but I can’t find it there either.

Has anyone figured out how to use this BP? What node would I need to connect to if I wanted to say change a level?

@ - Is it possible to get a 4.11 version of the project? I can’t seem to get any of the assets to show up in 4.11 when Migrating them.

I’m not sure exactly what the issue could be, I just updated the project wiki on how to use the Trace Interactor in a custom pawn maybe it could help
https://.com//VRContentExamples/wiki/Trace-Interaction-(Adding-it-to-your-own-project)

Hmm I’m not sure on the teleport area problem, are you migrating the entire blueprint? or just copying it from the explorer?
As for the interaction I just added a bunch of tutorials on the wiki
https://.com//VRContentExamples/wiki/World-Interaction

What that call pressed event is in the first picture is a calling node for an Event Dispatcher, what they do is basically allow any other blueprint to listen for that event by binding to it and whenever pressed is called that object will know, check out the Level Blueprint for how I do it :slight_smile:

Umm, sorry, I’m pretty heavily using sequencer now for my examples so probably not the whole project. Are you using 4.11 for the oculus forward renderer? if so I guess you could wait for the epic version and until then maybe copy some of the functionality manually or use some of the older versions on that used 4.11

Hey thanks for the reply! I got the trace interaction and world interaction working in my level, but for this I had to delete all the trigger boxes that I used in my custom BP actors. Now I am trying to figure out what settings are to be made. The thing is I had used your Trace Interaction Pawn in a different project before with just the teleportation for one controller and a custom pick up and drop function for the other controller in the same pawn. It worked well. The problem started when I wanted to add both functionalities to the same controller.

I will keep working on it and will update in case it gets resolved. Thanks for sharing the wiki!

Hey Redhead, I came across your issue through mitchmmc’s comments. I am not sure whether it is the same problem I had faced but check all your static meshes.
In case if any of your static mesh collision cover the teleportation mesh, the trace will not take place.

What I mean is, you will need to either have custom collision meshes set for your scene objects or you’ll need to set ‘Collision Complexity’ to ‘Set complex collision as Simple’ in your static mesh settings. Also enable double sided geometry if needed.

Hope this helps!

Hi ameygumaste that was exactly my problem.
I have an interior scene and i didn’t realized the collision. Thank you very mutch !

Thanks for the reply, didn’t realized that the collision of one of my meshes covered the teleportation mesh.

Glad could be of help!

hi There,

when I start the scene I get plenty of errors


when I ignore it and start there is no teleportation visible and the Vive_pawn / settings contains just two variables: Base Stations Visibility and Camera Fadein/out

I’m using the last update 1.10.1

thanks!

David

Hey David,

I think you’ve got the wrong project :stuck_out_tongue:

try this one https://forums.unrealengine.com/showthread.php?106609-Steam-VR-Template

Great Work. Really enjoying working with the Blueprints.

I am trying to adapt this so that when you pickup an item you leave a copy of it behind. Any ideas on how this might work would be much appreciated?

Hmm, it really depends if your object has any instance variable (i.e. variables that are different than the default) if so you would need to implement a way to clone a blueprint (could just be a function inside the blueprint that creates a new instance of the class and sets all the needed variables) if you don’t have any instance variables simple spawning a new actor of the same class on pickup should work

Thanks for the reply. I’m trying to spawn a Static mesh but having difficulties… Does it need to be part of a blueprint class to be able to spawn?

Yes and no, technically static meshes in the world are actually Static Mesh Actors so they are basically blueprints. If you want to spawn a static mesh you would spawn a static mesh actor and then set it’s static mesh property to the mesh you would like.

Hi , this is amazing and so informative! Thanks for that!

Hi all,

@

I’m trying to implement your simple teleportation method, but it’s somehow not working perfectly for me. The teleportation target appears to be “angled” from the true camera forward vector:

Here you can see that the debug cylinder is positioned to the left from the center of the screen, where the camera is positioned marked with a cross.
In my blueprint I have a event to identify if HMD is enabled, if not, increase the height of the camera by 160cm for example. This is so my game will work in both VR and regular PC.
The rest is pretty standard, I followed your tutorials to the letter!

Any thoughts would be much appreciated.
Cheers

Could you provide a picture of the actual trace function?

Hey !

So I have been trying to use the Trace Interaction Pawn and the World Interaction Pawn. I came across something strange. When I use the Trace Interaction Pawn, all the world scale and dimensions look fine. But, when I use the World Interaction Pawn, everything seems normal when you walk up to things and try to gauge their dimensions physically. But when you move far from them, things appear small, miniaturized. The strange part is that, this does not happen with Trace Interaction Pawn.

Just something weird I came across, wanted to know whether anyone has come across anything similar.

Thanks!!!

Some cool things coming in the 4.13 version of the content examples version :slight_smile:
https://.com/watch?v=TVgd1UbYe4E

Oh and a lot of bug fixes as well, early version should be out in the next week :slight_smile:

Looking forward to its release! Thanks !!