Renamed all assets to follow Allar’s UE4 Style Guide
Refactored the World Interaction component to make it easier to support larger varieties of interactions (this is not compatible with the old component)
Added a door and gun example to the World Interaction level
Fixed bugs with packaging (specifically with the teleport area)
Fixed rotational bugs in the Interactive Static Mesh blueprint (by implementing a Blueprint Quaternion Math Library)
Hi , great project!
i was wondering if you could add something to Head_IK map. Moving your head is great, but moving the hands according to the controller movement in addition would be awesome too (and if the entire body moves according to the player position… that would be even better) ^^
right now its easy to step out of the character, even when not using any kind of roomscale
My book has how to do head and hands (source is here if you don’t want to wait until it’s released)
I definitely want to add full body IK at some point, just making it simple to understand for the Content Examples but also fully featured is a tough problem, but I definitely want it
Do you sell it in any digital plarform? It’s been years since I don’t buy any actual book, everything I have nowadays it’s bough in iBook Store… please tell me I can buy one right away!
I’m using the Webbrowser and the keyboard in a new scene and I cannot get the keyboard to enter any text in the web browser, when I click in a text field of the browser it gets activated, but as soon as I press a key, the broser is deactivated and the keys has no effect in the browser.
How can I do those two to interact in a new scene? Am I missing some configuration?
Cheers.
EDIT1:
BTW I’m trying this in my own PAWN in my own project, so maybe I’m missing something in the PAWN?
Newly out of university and new to UE4 - bought a Vive to do some game development until I get some sort of job in engineering. I know how to CAD and some basic texturing - and have done level design in the BF2 editor way back when.
Just wanted to give the big “Thumbs Up” for providing these VR examples - it makes the blueprint system make much more sense. Thanks!
Nah, there is no way, I cannot get the keyboard to work with my pawn and my webbrowser, the keyboard works, but I cannot communicate it with the browser.
The error I get is this, I think I understand the error but I don’t know how to solve it…
PIE:Error: Error Blueprint Runtime Error: Accessed None trying to read property Interactor from function: 'ValidWidgetInteractor' from node: Return Node in graph: ValidWidgetInteractor in object: BP_KeyboardActor with description: Accessed None trying to read property Interactor
I’m not too sure, because technically there is no way you should be able to get that error, because the whole point of that function is to check for None, so to give an error of accessed None is a bit silly.
Only thing I can think of is did you call the Setup function on the trace interactor?
Yes, I call it, but to call it I have to do it inside the PAWN wich does not have the motion controllers since it´s the VR Template Pawn, in any case I can setup it because I have the reference to the MotionControllers, find attached the picture of the Pawn with the setup and a picture with my Motion Controller BP.
I can´t get it to work no matter what I do :S
Hey , excellent work on the stuff contained in here, its given me a great kick start to making a game.
I was wondering if you have any thoughts of adding a system where you can grab items with two hands, like large guns, or melee weapons for example? Or indeed what any plans are going forward!
I tested it and was able to get it integrated into the VR Template, are you calling the activate down/up functions for the trace interactors from the Pawn? it might help to add in a trace visualiser to see what may be the problem
Could you outline what do you do to integrate this into a clean project with the VR Template? I don´t mean a full tutoria, just a brief descriptions of actions to take, so we can check if we did everything that is required, because I think it should be working, I cannot think of anything more to do to make it work.
I think I identified the problem, and I think I read about it somewhere, but as always with something like this, I forgot it or somethign similar… I think the problem is that I wasn´t activating the “Interaction Source” as “Custom” in the WidgetInteraction component, now all is working, thanks again!
To illustrate what I mean I´ve attached a picture of it.
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
and here’s an update with the new World Interaction level
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.