VR Game Template

On the matter of the Git client, for Windows certainly is a good start, but as far as I am concerned, I would rather recommend SmartGit, as it is also free for open - source, also really easy to use, but multiplatform and much more powerful!

You should also add a simple README.md file (see the Markdown extension) with the content of your first forum post as a quick start.

For the license, I would recommend the widely used ‘MIT’ license ; it allows users to use your work freely, even in a commercial game product. That is what I always use. But then you could always look for other mode of distribution (if you what more restrictions for instance)

After that will permit you to make a nice Web page, starting with your readme content for example (see my Git Plugin)

Cheers!

… thanks for the template. As a new game designer motivated now by the new Oculus rift, I’ve been working hard the past few weeks learning blueprint and unreal engine 4. I have a good prototype of the game I want to build using mostly assets found in the starter content and from other free sources.
With that said, I’ve hit a snag in my project and that is animation and mesh posing for the character. Can you give me a basic explanation of how you edited and created animations for the default blue mesh, to add TPPSit and TPPHold?

If anyone else knows how I’d love to hear!

Thanks again.

[=ThackerSS;92188]
… thanks for the template. As a new game designer motivated now by the new Oculus rift, I’ve been working hard the past few weeks learning blueprint and unreal engine 4. I have a good prototype of the game I want to build using mostly assets found in the starter content and from other free sources.
With that said, I’ve hit a snag in my project and that is animation and mesh posing for the character. Can you give me a basic explanation of how you edited and created animations for the default blue mesh, to add TPPSit and TPPHold?

If anyone else knows how I’d love to hear!

Thanks again.
[/]

Sure, first of all I downloaded the FBX’s used when importing the starter character https://wiki.unrealengine.com/File:ThirdPerson_FBX. once you’ve done that you need to unzip it and then find ‘TPPBase.fbx’ is what is called the T-pose it is the basic pose that was used to rig the character. I then imported ‘TPPBase.fbx’ into Maya(you could also use 3dsMax(not free) or blender which is free) you then take the skeleton and either pose it or animate it (there’s a bunch of tutorials on how to do in all the 3D animation software) after that I then selected just the skeleton (is important as you don’t want to export the mesh) and export just the selection, In Maya I selected FBX then enabled the export of the animation and joints(bones) and unticked include media(as we don’t need any materials).

then I imported the animations, for more info on how to do check out tutorial series https://www…com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb actually you should watch series if you are new to UE’s animation systems.
but basically when you import the new animation it should recognise it is an animation, you then need to select the skeleton for the animation to use (was imported with the mesh) click OK and you should have your animation.

The TPPHold uses an Animation blending so that the holding animation is blended on top of any other animation (like the sitting) I can tell you how to set that up if you need but should be the basics on getting started.

Alright both repo’s are set up,
https://.com//UE4FirstPersonVRTemplate
https://.com//UE4SpaceShooterVRTemplate

[=;92221]
Alright both repo’s are set up,
https://.com//UE4FirstPersonVRTemplate
https://.com//UE4SpaceShooterVRTemplate
[/]

Woot, forked.

will be really nice too, since you can use submodules in a larger project to keep it up to date.

[=;92221]
Alright both repo’s are set up,
https://.com//UE4FirstPersonVRTemplate
https://.com//UE4SpaceShooterVRTemplate
[/]

Thank you!
I’ve also added a note to the VR dedicated thread

Anyone experienced that the camera is offset from body when running in stereo (VR) mode on? template project works fine but I copied the assets into my existing project and I now have the described problem. Strangely not when running on a single screen (stereo off) however, just when in VR. Probably running my previous controller or camera or something when HMD is active.

[=;92318]
Anyone experienced that the camera is offset from body when running in stereo (VR) mode on? template project works fine but I copied the assets into my existing project and I now have the described problem. Strangely not when running on a single screen (stereo off) however, just when in VR. Probably running my previous controller or camera or something when HMD is active.
[/]

what assets are you using?
if you are using the VRPlayerController is DoesRotateTowardsHMDOrientation enabled?

If so what might be happening is the original third person mesh is rotated 90 degrees so I had to correct for that in the VRPlayerController,
to fix that in the VRPlayerController-EventGraph in Rotate Towards HMD - Rotate Just Camera, delete the combine rotators node.

If that doesn’t work let me know

Thanks for the suggestion mate but it doesn’t fix it and the combine-rotators-node is needed in my case as well (or else the character walks to the right instead of viewing direction).
My challenge is actually that the camera is 1 meters in positive-X world coordinates away from the body. If I turn my HMD around 180 degrees I will see my body standing there. However, if I just move the camera using gamepad/mouse then I never see the body as it stays behind the camera.

Edit: It’s worth noting that I’m on preview code 4.3.
I’m actually going to try to run the template in that.

Seems to be an ‘issue’ with the 4.3 preview. Probably some new HMD/DK2 developments interfering.

That’s great man… thanks! I will be using blender as Maya is out of the budget for now. Thanks!

[=;92382]
Seems to be an ‘issue’ with the 4.3 preview. Probably some new HMD/DK2 developments interfering.


[/]

Yeah that looks like it could be a positional tracking thing, I’m not sure if i’ll have time to compile the 4.3 preview for myself but i’ll definitely look into it once it has a proper release.

is very impressive work! I’m very excited to try out once I get my oculus delivered.

Thanks a lot for all , go team Metatron! :wink:

I believe these templates will really help by setting a high quality baseline standard for all new UE4 VR experiences coming out.

I also hope i will be able to collaborate in the future as i go further with my own VR Project.

For now i’ve added a link in the UE4 section of the OculusVR forums:
https://developer.oculusvr.com/forums/viewtopic.php?f=60&t=9918

[=PatimPatam;92611]

For now i’ve added a link in the UE4 section of the OculusVR forums:
https://developer.oculusvr.com/forums/viewtopic.php?f=60&t=9918
[/]

Thanks for that.

you known why rotation the character in your template not work? i do a simple teleport and want a rotation and not work. Same as “Set actor rotation”

I try find what cause that but i can’t find the answerd

[=;92677]
you known why rotation the character in your template not work? i do a simple teleport and want a rotation and not work. Same as “Set actor rotation”

I try find what cause that but i can’t find the answerd
[/]

how are you trying to rotate the character? are you rotating the Pawn, the PlayerController or the mesh? would you be able to post a screenshot of what you are trying to do in blueprints?

i try all thinking why not work right, then change template and work.

the example its simple, in level bp.

event Begin->Teleport (pawn, character…) to (targetpoint)

The character teleport but if you want change the Z rotation in teleport not work

Same es actor rotation

EVent Begin -> Set Actor rotation (Pawn)

in others templates work of course.

Sorry for the late reply got caught up in work.

[=;93010]

in others templates work of course.
[/]

I wasn’t able to get the teleport rotation working in any template, However I did find a fix for it, You can use the Teleport for the position of the player but rotation does not work. What you want to do is get the controller from the Pawn then set the control rotation from that. is because with the rift we need the pawn to follow the controller yaw, so changing the pawn’s yaw does not work.

Here’s a picture of a working setup.

yes that work. ty