Thanks Nurt! that worked perfectly. My next issue though, which is probably just me being silly, but I can’t see where this “Current VRWidget” is coming from and how I set it or where I create it. Anyone see what my issue is? So I think I figured that out by making an empty VRWidget component in my VRPawn (under the branch of one of my motion controller components) and then making a CurrentVrWidget variable of VRWidget Component type, which might work.
Also, what method are people using to stick a widget to a motion controller? At the moment I have the VRWidget spawning and attached to the control but it is on the back of the controller, quite far away and at a weird angle.
So by copying over the blueprints from the example project I have managed to get everything to work (apart from hovering which doesn’t seem to) I was wondering how you would go about getting the menu to only pop up after you press a button to create it? Does it work the same way as a normal blueprint would in that you create it and add it to the viewport on button press and then destroy it on a second press?
I don’t plan on using much of interactive UI in my first project (and thus I don’t have any plans to test this), but I have a feeling there are only a few people in UE4 community who actually working on something using Gear VR (by something I mean a project to be released on Oculus platform). So not whole a lot of Gear VR devs who can test it, IMO.
Awesome work! It’s great to hear Epic is finally getting official support added for this. Now if they will just add official gamepad support for 3D UMG widgets I will be a happy developer.
Hi , I wanna thank you being so involved with the VR community for starters.
I have a problem with the plugin unfortunately. It’s working fine in the VR Preview, but as soon as I build the game the plugin does not seem to have been included as it’s not loading at all?
Have you got any suggestions as to why this might be?
Allright, it works in GearVR now, Widget is shown…
BUT…
Rollovers on buttons (color swap) are a no go when its in GearVR, but CLICK does work and swaps out color.
I’ve been thru it a few times now and still have no rollovers
I am going to keep trying…
i kept re-reading what i wrote and i wasn’t clear… sorry edited.
ADDED: Ok well I keep trying different things… one was custom Player Controller with touch events enabled… nope.
what ever you did on the other VR Content Examples once I got things sorted the rollovers / clicks all worked in GearVr.
the spline teleport did not though.
And the Webbrowser I found is having issues that have been reported to unreal by others already, webbrowser widget gets half left eye focus when it becomes visible in world as object… odd bug.
ok man look forward to seeing if ya can get that going…
EDITED:
Been looking at the VR Content Examples BP’s… what ever you did with Functions in Pawn/Character the InteractWithHit and the trace Enter, Leave, Over, Out, Move, Down, Up seems like whats needed, i saw there are only a Emulate Touch Down, Move, and Up in the VR UMG Compatibility Plugin… I am not quite sure where to start trying this myself… might try something later if it clicks in the old brain. If it had an Emulate for Enter Leave Over Out I could see that fixing it…
I dont think not having a mouse is problem. Since you made it work on the VR Content Examples and that does rollover, and clicks in GearVR.
I would not take the Content Examples as working as I pretty much just re-implemented a simple version of slates input system entirely in blueprints so it used UMG to draw stuff but all the hover and click and all that was my own custom logic which is why it works for the Gear but it doesn’t work for any of the in build UMG widgets.
What I might suggest is you wait for 4.13 for Nick Darnell’s overhaul of the Widget Component to allow for Virtual input unless you really need 100% functioning UI right now
I know already my system is not happy with 4.12, vid card insists on update that is nonexistent. It loads anyway and screams when in use.
Also terrified what works in 4.11 might not in 4.12-4.13.
looking into the promoted 4.13 version later to see whats what…
I doubt it will be anytime soon or this year i can do any sort of upgrades hardware wise at all. I feel my ceiling is hit with 4.11.
In any case thank you for all replies and help so far
Hi,
First of all, thank you for your VR Widget.
I used it in my project(UE 4.12), and it seems work.
But here I have a problem about communicate between VR_Widget and other Actor BP.
I want to use the VR_Widget to set an Actor BP’s(named:Cube) cube material.
I use the Event Dispatchers which are called when UMG Buttons were clicked.
I test it in VR Preview and the click motion works fine But the Setting mateiral motion doesn’t work.
I know it may be a little far away from this theme,but I really can’t figure it out.
Could you please tell me what’s wrong with my BP?
Thank you a lot.
Luck Xu
In GearVR everything but button rollover worked great… it was the final straw for me. I am stopping for awhile. And waiting for 4.13 to get stable. Mentioned RollOver awhile back said he was very busy right now with school and would try look into it to see if was an easy fix and he’d let me know. I have not heard back. School I’m guessing… whew 2 task’s and a half that one… lot to do.
Hey, Everything is right except that last step, What you have done is what you do in the traditional 2D workflow, instead what you need to do is go into the actual Actor that holds the Widget Component and get that components widget then bind to its events, like this: