Hey guys sorry for being completely off the grid for the last few months, a combination of lost motivation and being swamped with school work prevented me on doing any real development on the template.
I am aware that it is quite broken since ~4.7 and I don’t plan on fixing version of the template in the near future.
However I have something better planned
I’ve been thinking and a lot of the questions I got about the template came from it’s assumptions on what a VR game should be and the “right” way to do things which may not align with you’re specific project. Making a template that fits every VR project was going to be near impossible so instead I have decided to start a video series of tutorials, discoveries, and explanations of all things VR.
I’m calling it 's VR Lab
and I’ve already got planned video’s on my workflow for VR, things I do in every VR project, VR interaction and a few more but I would love to hear what you guys would like to see and learn how to do in VR.
In the next few weeks when my schools semester winds down I’ll start doing the first of the videos.
So let me know at [EMAIL=“”] of what you think and what you’ll like to see.
[=;420699]
Hey guys sorry for being completely off the grid for the last few months, a combination of lost motivation and being swamped with school work prevented me on doing any real development on the template.
I am aware that it is quite broken since ~4.7 and I don’t plan on fixing version of the template in the near future.
However I have something better planned
I’ve been thinking and a lot of the questions I got about the template came from it’s assumptions on what a VR game should be and the “right” way to do things which may not align with you’re specific project. Making a template that fits every VR project was going to be near impossible so instead I have decided to start a video series of tutorials, discoveries, and explanations of all things VR.
I’m calling it 's VR Lab
and I’ve already got planned video’s on my workflow for VR, things I do in every VR project, VR interaction and a few more but I would love to hear what you guys would like to see and learn how to do in VR.
In the next few weeks when my schools semester winds down I’ll start doing the first of the videos.
So let me know at [EMAIL=“”] of what you think and what you’ll like to see.
[/]
[=;420699]
Hey guys sorry for being completely off the grid for the last few months, a combination of lost motivation and being swamped with school work prevented me on doing any real development on the template.
I am aware that it is quite broken since ~4.7 and I don’t plan on fixing version of the template in the near future.
However I have something better planned
I’ve been thinking and a lot of the questions I got about the template came from it’s assumptions on what a VR game should be and the “right” way to do things which may not align with you’re specific project. Making a template that fits every VR project was going to be near impossible so instead I have decided to start a video series of tutorials, discoveries, and explanations of all things VR.
I’m calling it 's VR Lab
and I’ve already got planned video’s on my workflow for VR, things I do in every VR project, VR interaction and a few more but I would love to hear what you guys would like to see and learn how to do in VR.
In the next few weeks when my schools semester winds down I’ll start doing the first of the videos.
So let me know at [EMAIL=“”] of what you think and what you’ll like to see.
[/]
Sorry to hear that, I really liked your template! I just tried to open it in 4.10 since Epic put a bunch of VR optimizations in but I was very sad to see how broken it has become.
Your videos are still very helpful.
Thank you for being such an asset to the community.
Hello, I’m working on VR game and found project very useful.
I’ve made fork on and migrate to version 4.10.
Currently almost all works fine except mirror.
https://.com/zumer/UE4FirstPersonVRTemplate
your work helped us so much in starting with the VR adventure in UE4! I long for the next video tutos!
It would be fantastic to have a “new generation” VR Game Template to use, including the essence of your VR experience. Then a clear step by step (as you do) videos on how to customise the BP, character (retargeting), tweak the behavior…
Thank so much for your great contribution!
It seems the view starts with the player hunched over instead of standing up straight and entering and exiting the menu can cause the gaze to stop working.
If anyone is wondering about why the player begins hunched over it’s because head mesh origin is too low. I have no idea how to fix except for raise the head off the body mesh until the origin is at shoulder level and then make the camera a child of the head component. If you make the head hidden the body moves as it should but the head is gone. I figure it’s good enough for my uses. If anyone knows a better solution it would be nice to hear it.
Hi ,
, thank you so much for your template, its help is invaluable. I really like your comfort mode for looking around, it helps a lot with motion sickness. It inspired me to try the same for position. Here is the blueprint if someone is interested. Not sure if it’s the best way to achieve this, but it works well enough.
strange lighting problem only happens when the head taking moves into the trigger box of the door. If my rift is put on the table so that the head taking cam thing can’t see it I can walk into the trigger box no problems.
Hi listerofSmeg.
I had a similar issue yesterday, with my display becoming black as I tried to wear the rift. When it was sitting on the table, it was fine, but as I approach it to its standard position (well, wearing it) the screen turned black. I presume it has something to do with the “Distance to wall to start to fade to black”. Maybe it was colliding with the body or something… anyway, I couldn’t be bothered to debug it yesterday, so I just created a bran new scene, and migrated the “clean” VR player controller to my scene. It did the trick.
EDIT
Sorry for the late reply, but I have been forcusing on other things lately. Still… Got back to it some time ago. In my case, it iwas colliding with a post process volume and therefore fading to black. If you don’t want to fade to black when you get close to things the easiest way is to set blend weight to zero in your player controller.
Yes, and am doing now in pieces. back engineering and taking the pieces I need. Alot of the other stuff is just linetracing. Oh, but for a GearVR build…
Just try it. Works so far for me.
I have downloaded these assets and tried to study them. But they are to confusing and complex to make my own VR build Gaze like menu more smooth. I have an VR Linetrace setup and can activate & load a level by making someone looking at a specific mesh (button), but i can’t figure out how to install a timer inbetween, that for example after three seconds of gazing the button will be activated, and when moving away within three seconds, that the timer will reset.
Below my setup, what could i add here to make happen?
[= Konst;528537]
I have downloaded these assets and tried to study them. But they are to confusing and complex to make my own VR build Gaze like menu more smooth. I have an VR Linetrace setup and can activate & load a level by making someone looking at a specific mesh (button), but i can’t figure out how to install a timer inbetween, that for example after three seconds of gazing the button will be activated, and when moving away within three seconds, that the timer will reset.
Below my setup, what could i add here to make happen?
[/]
Check out my channel, I have a multi part episode on how to accomplish this