Zero-G hand-based movement, locomotion mechanics similar to Lone Echo/Echo VR (Updated 1/23/19)

This is my attempt at recreating a similar Zero-G VR locomotion system to the one found in the Lone Echo/Echo VR games.

It allows you to grab onto walls, and push yourself off as if you were floating in 0g. There are also thrusters on your hands that activate with the B/Y buttons, and boost/air-brakes on the thumbstick clicks. The button layout is the same as the Echo VR games. I also included the object-grabbing/throwing ability from the original VR template.

UPDATED 1/23/19:
Finally got a head-bounce working, when the player bumps into a wall, they now gently bounce off it, in a somewhat realistic way, similar to EA.
Disabled the smooth-turning I was using before, switched to a basic 45’ snap/comfort turning mode, since a couple people asked.
Also added the same boost/air-brake functionality from EA, although my speed settings for those are a little different than EA’s.
Oh, and I updated/loaded up the project into UE4.21.2 and everything seems to function great!

Project Download Link:

Original post, old version links:

If you make something with this, just gimme credit for it somewhere, and if you don’t mind I’d love to know about it! I hope someone finds this useful! Let me know if you need help, I’ll try to respond, tho it may take time sometimes.

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It seems you are the only person who published this type of locomotion! Thank you, you are literally the only person who is enabling me to work on a game idea xD

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Thank you very much for this info and sample project.
It’s still working in 4.27.2, 5 years later! :grinning:

I like it a lot
you have to fix the motion controller set hand in 4.27 to get rid of compiler errors, but it works well with only a couple minor adjustments to the bp.
I haven’t been able to get it to work in a quest project yet, just get black, but I’ve tested it with win64 and its a lot of fun.

if you can’t figure the hand thing
I could not get this to work well in UE5 yet
but I think its fixable, the issues are input and the mirror hand mapping
the zero g works in 5 tho
When I get some time I’l post a trimmed down fixed base template fixed for 4.27 and 5.0
but I am only intermediate lvl with bp math, so it might be a bit
its a lot of fun if you make really huge levels with things moving a bit and crank up the velocity.

here is a small proj template made from nik’s zero g that already has the hand fixed for 4.27
https://drive.google.com/file/d/1O2MwJpKSdSLSdmEmdT_McGlTEZM0IYGL/view?usp=sharing

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Great thanks. I sent you a request for the project template (Google drive set to private)
Everything seemed to work but I’m having small problems here and there and it may be the way I “tried” to fix the hands or something to do with the controller mapping. :smiling_face:

you should get an email to get it
hope it works for you
I’m working on getting it to go in UE5
the zero g setup is very nice
I’m not a vector math person so I appreciate him doing this.
Its very responsive if you tweak the vr pawn

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We loaded your project, but for some reason the controllers do not work. the pawn spawns, but there is no reaction. Working with HTC Vive Pro via Steam. In what there can be a reason, prompt please.

the steam plugin is turned off on mine I think
nikokuns original was made on a vive, try that?
I’ll be rerlooking at it over the next day or so
but maybe just turn on the steam plugin
or check your inputs
if the inputs are empty I’ll post an ini

Thank you! I will experiment!

configured, all works! It was necessary to specify the buttons from Vive and that’s it) Thank you, awesome project!

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nikokun made it, I only fixed the hand motioncontroller map for 4.27
as I said it doesn’t successfully port to 5 yet so if anyone can figure that out and post a fix that would be good.

Hey have you been able to find a fix for UE5?

main vr machine blew a fuse so not for a few days to fix it.

I probably won’t try to fix it in 5 for about a month and a bit
Its a lower priority since I’m using 4.27 for production, 5 has too many issues still with quest dev.

why is the left hand and right hand in the same place but the grab works correctly?

IDK
That’s what happens when converting to 5
not sure why

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such a bug in version 4.27, both hands are in the same place and turns do not work

can’t fix this error

your motion controller might not be set
check inputs, use open xr not oculous or steam plugs