Yaro
Yaro
  • Видео 28
  • Просмотров 96 526
IDENTIFYING LEFT AND RIGHT HANDS | BLUEPRINT TO C++ TRANSITION | UE5 | PART 3
Welcome to Part3! Today we will prepare our hand to be used in blueprints. We will learn how to print debug messages and will finally do some code!
We are continuing on making our own and much better C++ VR Template which you can use as a base for your game!
Again, please support me with like and a comment, because what I am telling you is nowhere near to be given away.
Questions? Join Discord Community!
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► Patreon: www.patreon.com/c/yarovr/membership
► Discord community: discord.com/invite/KGM7cKGKnj
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Просмотров: 117

Видео

HOW TO MAKE OPTIMIZED C++ COMPONENTS | BETTER VR TEMPLATE | PART 2 | UE5
Просмотров 24014 дней назад
Hello, in this lecture you will learn best optimized practises and everything you need to know about defining, attaching, and creating components in C . We prepare components for our hand, and in next tutorial we will write some logic. We are continuing on making our own and much better C VR Template which you can use as a base for your game! Please, support me with like and a comment, because ...
INTRODUCTION TO C++ | HOW TO MAKE A BETTER VR TEMPLATE | UNREAL ENGINE 5.4 | PART 1
Просмотров 50214 дней назад
I am finally back and it is time to learn about C and why it is better to use it with unreal engine. It is an introductory lecture and we will learn about basics you need to know to start coding. It is the first video in the series throughout which we will make a better VR template with more possibilities and better code! We are making our own VR Template, but much better, optimized, and coded ...
HOW TO GRAB BODY PARTS & LIMBS PRESERVING ANIMATION UE5 VR TUTORIAL
Просмотров 2,8 тыс.7 месяцев назад
I have been dealing with a lot of bugs, but one of my subs suggested possible solutions which gave me an idea how to do it! Questions? Join Discord Community! ► Patreon: www.patreon.com/YaroVR ► Discord community: discord.com/invite/KGM7cKGKnj Timecodes: 0:00 - Intro 1:03 - Prerequisites 2:03 - Shoutout to a Sub! 2:16 - Addign Physics Handle 3:12 - Another Tutorial 3:17 - Editing VRPawn To Get ...
HOW DOES THE GUN SYSTEM WORK | FULL EXPLANATION
Просмотров 1,3 тыс.7 месяцев назад
I was getting many questions regarding how the gun system works! There you go! Please subscribe on this channel and don't miss out on the juice that is posted here! Got Questions? Join Discord Community! ► Check Out Patreon: www.patreon.com/YaroVR ► Discord community: discord.com/invite/KGM7cKGKnj TimeCodes: 0:00 - Intro 0:51 - Grabbing / Adding Code 8:33 - Grab Component 11:09 - How Grabbing W...
HOW TO INTEGRATE MULTIPLAYER WIDGETS IN VR | UE5 TUTORIAL
Просмотров 1,8 тыс.8 месяцев назад
We are going to learn how to migrate all of our widgets into vr with replication for clients! Please subscribe on this channel and don't miss out on the juice that is posted here! Got Questions? Join Discord Community! ► Check Out Patreon: www.patreon.com/YaroVR ► Discord community: discord.com/invite/KGM7cKGKnj TimeCodes: 0:00 - Intro 1:07 - Removing Widgets From Viewport 1:40 - New Gamemode A...
HOW TO MAKE PLAYER LIST AND KICK PLAYERS UE5 MULTIPLAYER TUTORIAL
Просмотров 2 тыс.8 месяцев назад
We are going to learn how to replicate player list and being able to kick players as a host in server-client relationship. Please subscribe on this channel and don't miss out on the juice that is posted here! Got Questions? Join Discord Community! ► Check Out Patreon: www.patreon.com/YaroVR ► Discord community: discord.com/invite/KGM7cKGKnj TimeCodes: 0:00 - Intro 0:37 - Project Settings 0:52 -...
HOW TO CREATE & JOIN SESSIONS IN UE5 VR MULTIPLAYER | TUTORIAL
Просмотров 4,8 тыс.9 месяцев назад
We are going to talk create Functional Widgets that allow us to create and join sessions! Please subscribe on this channel and don't miss out on the juice that is posted here! Got Questions? Join Discord Community! ► Patreon: www.patreon.com/YaroVR ► Discord community: discord.com/invite/KGM7cKGKnj TimeCodes: 0:00 - Intro 0:35 - Join/Create Session Widget 3:26 - Create Room Widget 9:24 - Creati...
ALL THE BASICS OF MULTIPLAYER IN UNREAL ENGINE 5 | FRAMEWORK, SERVER TYPES, NET MODES
Просмотров 15 тыс.9 месяцев назад
We are going to talk about Game Instances, Modes, States, etc., learn about net modes and server types of Unreal Engine which will give you a great foundation of Unreal Engine Multiplayer! Please subscribe on this channel and don't miss out on the juice that is posted here! ► Documentation: dev.epicgames.com/documentation/en-us/unreal-engine/networking-overview-for-unreal-engine?application_ver...
HOW TO MAKE A DRIVABLE VEHICLE IN UE5 VR | STEERING AND SPEED CONTROL
Просмотров 3,1 тыс.9 месяцев назад
Guys, this was the hardest and the most nervous tutorial :) Please, support this video with a huge like button and subscription. This content is exclusive and I put it here. Thank you ► Lever Asset: drive.google.com/file/d/1x0yfsfj_pkZ_muMEZfktDkjRKT-G948k/view?usp=sharing Vehicle Rigger Plugin ► continuebreak.com/creations/ue4-vehicle-rigging-addon-blender/ VR Expansion Plugin ►drive.google.co...
HOW TO FEEL WEIGHT OF THE OBJECTS IN UE5 VR | HAND COLLISIONS, PHYSICS HANDS | ONE HANDED GRAB
Просмотров 2,2 тыс.9 месяцев назад
Hit that like button and write a comment, it motivates me to keep up with the content! Today we will look into how to feel object's weight, but only with one handed grab, which I am sorry for, could not come up with straightforward approach, will need some more time on that! Got Questions? Join Discord Community! ► Discord community: discord.gg/KGM7cKGKnj ► Patreon: www.patreon.com/YaroVR Timec...
HOW TO MAKE A PHYSICS HAND COLLIDING WITH OBJECTS AND PREVENT CLIPPING IN UE5 VR | NO MORE CLIPPING
Просмотров 4,9 тыс.9 месяцев назад
Hit that like button and write a comment, it motivates me to keep up with the content! Today we will look into physics handle component and how to make our hands not clip through objects. Got Questions? Join Discord Community! ► Patreon: www.patreon.com/YaroVR ► Discord community: discord.gg/KGM7cKGKnj Timecodes: 0:00 - What we will do 0:23 - Creating Physics Assets For Hands 1:55 - Changing Ha...
HOW TO MAKE BELT INVENTORY WITH 3 DIFFERENT TYPES OF ROTATIONS | UE5 VR TUTORIAL
Просмотров 1,3 тыс.10 месяцев назад
Got Questions? Join Discord Community! ► Discord community: discord.gg/KGM7cKGKnj ► Patreon: www.patreon.com/YaroVR If you wish to support channel, here is a link (those money are spent on me buying paid material and explaining it to you. Also, I spent this money on getting other VR headsets to make videos more broad) Timecodes: 0:00 - Intro 0:28 - What We Are Going To Do 0:41 - Make Sure You W...
HOW TO MAKE AN INVENTORY SLOT IN UE5 VR | INVENTORY TUTORIAL
Просмотров 2,2 тыс.10 месяцев назад
This tutorial is prerequisite for next inventory tutorial parts, so watch carefully! Please, leave a like and a comment, since I am giving out premium material here for free) Got Questions? Join Discord Community! ► Patreon: www.patreon.com/YaroVR ► Discord community: discord.gg/KGM7cKGKnj If you wish to support channel, here is a link (those money are spent on me buying paid material and expla...
HOW TO CLIMB WITH CUSTOM HAND SNAPPING IN UE5 VR | CLIMBING TUTORIAL
Просмотров 6 тыс.10 месяцев назад
First Good Climbing Tutorial is here! I spent so much time on trying to do the best job and create everything better for you, my viewers. Please, leave a like and a comment, since I am giving out premium material here for free) Got Questions? Join Discord Community! ► Patreon: www.patreon.com/YaroVR ► Discord community: discord.gg/KGM7cKGKnj Timecodes: 0:00 - Intro 0:37 - Implementing Animation...
HOW TO MAKE A MULTI-LEVEL WIDGET WITH CUSTOM POINTER IN UE5 VR | TUTORIAL
Просмотров 5 тыс.10 месяцев назад
HOW TO MAKE A MULTI-LEVEL WIDGET WITH CUSTOM POINTER IN UE5 VR | TUTORIAL
UE5 VR GUN SYSTEM TUTORIAL PART 6 | M4, FIRE MODE SELECTOR, FULL AUTO, SIGHT, SECONDARY GRAB
Просмотров 2,1 тыс.10 месяцев назад
UE5 VR GUN SYSTEM TUTORIAL PART 6 | M4, FIRE MODE SELECTOR, FULL AUTO, SIGHT, SECONDARY GRAB
BEGINNER UE5 VR TEMPLATE TUTORIAL | EVERYTHING YOU NEED TO KNOW BEFORE STARTING WITH VR
Просмотров 2,5 тыс.10 месяцев назад
BEGINNER UE5 VR TEMPLATE TUTORIAL | EVERYTHING YOU NEED TO KNOW BEFORE STARTING WITH VR
UE5 VR GUN SYSTEM TUTORIAL PART 5 | SECONDARY GRAB, RECOIL & LOGIC
Просмотров 2,4 тыс.10 месяцев назад
UE5 VR GUN SYSTEM TUTORIAL PART 5 | SECONDARY GRAB, RECOIL & LOGIC
UE5 VR GUN SYSTEM TUTORIAL PART 4 | APPLYING, DAMAGE, DECALS, LOGIC
Просмотров 2 тыс.11 месяцев назад
UE5 VR GUN SYSTEM TUTORIAL PART 4 | APPLYING, DAMAGE, DECALS, LOGIC
UE5 VR GUN SYSTEM TUTORIAL PART 3 | RELOADING, USING GUN SLIDE, MAGAZINE
Просмотров 3,5 тыс.11 месяцев назад
UE5 VR GUN SYSTEM TUTORIAL PART 3 | RELOADING, USING GUN SLIDE, MAGAZINE
UE5 VR GUN SYSTEM TUTORIAL PART 2 | GRABBING, MAGAZINE, AND GUN TRIGGER
Просмотров 4,5 тыс.11 месяцев назад
UE5 VR GUN SYSTEM TUTORIAL PART 2 | GRABBING, MAGAZINE, AND GUN TRIGGER
UE5 VR ADVANCED GUN SYSTEM TUTORIAL | PART 1
Просмотров 13 тыс.11 месяцев назад
UE5 VR ADVANCED GUN SYSTEM TUTORIAL | PART 1
I CREATED A CUSTOM GUN WITH DEFAULT UE5 VR TEMPLATE | GRAB COMPONENT UE 5.3.2 | SHOWCASE
Просмотров 1,8 тыс.Год назад
I CREATED A CUSTOM GUN WITH DEFAULT UE5 VR TEMPLATE | GRAB COMPONENT UE 5.3.2 | SHOWCASE
HOW TO MAKE CUSTOM HANDS WITH GRAB ANIMATIONS IN VR | UE5
Просмотров 6 тыс.Год назад
HOW TO MAKE CUSTOM HANDS WITH GRAB ANIMATIONS IN VR | UE5

Комментарии

  • @ovcharenko.studio
    @ovcharenko.studio 4 дня назад

    I have a problem, when i press kick button on the player list all session on both sides is closing. I just review all video but dont undestand wheare i am missing the problem

  • @kylebennett2664
    @kylebennett2664 5 дней назад

    This series has been awesome, thank you so much! Looking forward to future videos

  •  5 дней назад

    Hello, could you make a tutorial on how to make doors, drawers and cabinet doors with physics? Great video.

  • @ovcharenko.studio
    @ovcharenko.studio 6 дней назад

    thanks a lot! It is so easy to start with so much of help from you. Lets do it!!

  • @PranavPatil-z3i
    @PranavPatil-z3i 9 дней назад

    i have created a windows package and tested it in separate laptops connected over a same wifi network. i am not able to se the movement of other pawn or any interaction done in the level

    • @yaroxr
      @yaroxr 6 дней назад

      Of course you can’t, you need replication for this. Multiplayer is the most annoying thing in unreal engine)

  • @altvi42
    @altvi42 9 дней назад

    For a long time I was looking for a mechanic similar to the one that was used in the game “someday you will return”, and this is the only lesson so far that depicts something roughly similar to the mechanics of climbing with a choice of ledge. To my regret, most likely, this lesson will not work for me, since it is for VR

  • @deimovprojects
    @deimovprojects 9 дней назад

    Hello. in my WidgetInteractionRight i dont have inthe trace channel the option to put 3DWidget... how can i do that?

  • @hmohammedtharik9888
    @hmohammedtharik9888 10 дней назад

    If I grab the stone Climbing Animation Its not playing Idle animation showing Whyy

  • @smoothrelaxation1695
    @smoothrelaxation1695 10 дней назад

    KEEP UP GOOD WORK MAN ... 👍

  • @cyanide2426
    @cyanide2426 10 дней назад

    Thank you for another video! i was afraid there wasn't going to be another c++ one.

    • @yaroxr
      @yaroxr 10 дней назад

      Will be a lot of parts

  • @hariharansenthilkumar4724
    @hariharansenthilkumar4724 11 дней назад

    bro what about the multiplayer in VR- You din't complete the series!

    • @yaroxr
      @yaroxr 10 дней назад

      I know I did not. The reason is that the only way I managed to do it is unfortunately a paid tool I used. I did not manage to do it with my own knowledge. When I was doing multiplayer tutorials, I was into Unreal Engine only for 4 months totally. I am planning to get intro into C++ and then use it to replicate VRPawns inside the lobby. If i do not manage to do multiplayer myself, then I won’t post any related content, since I am not paid to promote other series. I am sorry if I did not finish the series, I will try to get into it. I have some plans right now. Thank you for pointing that out!

  • @joanvillora
    @joanvillora 11 дней назад

    Very well explained, clear and concise.

    • @yaroxr
      @yaroxr 10 дней назад

      Thank you, glad you liked it. Trying my best to make sense :)

  • @joanvillora
    @joanvillora 11 дней назад

    I'm a C++ VR Developer, al last a better VRTemplate - VRExpansion plugin?

    • @yaroxr
      @yaroxr 11 дней назад

      No, we are just making a vr template with better logic and adding additional features. I do not know how much we will expand this.

    • @joanvillora
      @joanvillora 11 дней назад

      @@yaroxr Although I do almost all my code with C++, I usually use it from the VRTemplate, with the idea of changing that part to something simple with C++, so I will definitely take a good look at these tutorials, thanks. By the way, I'm commenting about your work among VR developers in Spain, together with other developers. I am a student of Tom Looman's C++ and optimization courses.

    • @yaroxr
      @yaroxr 11 дней назад

      @ thank you for commenting!!! Last 8 months I have been doing C++ only, which I start admiring over blueprint much more. And generally I almost graduated, will be trying to make a whole course on UE5 blueprint to C++ transition. Again, thanks!

    • @joanvillora
      @joanvillora 11 дней назад

      @@yaroxr I'm Cdaked in your Discord.

  • @LoafSimulation
    @LoafSimulation 12 дней назад

    My man came back 👑

  • @yaroxr
    @yaroxr 12 дней назад

    Everyone, on 11:15, if you are getting "Can't access the property of left hand anim" or similar issue, please go to the animation blueprint of your hand and check if lefthandanim and righthandanim are valid, only then proceed with other logic. You are getting this issue, because animation blueprint is initialized faster then your handanim references, so in first miliseconds you are working with nothing. Sorry for that, did not know unreal engine that good that time.

  • @pvt.lucio.4173
    @pvt.lucio.4173 12 дней назад

    u are my fav vr channel, can you make a video on how to trully optimize a vr game for quest 2 to run at 120 fps and with fancy graphics via prebaked lighting and low poly optimized models pls bcs i've seen many games not having lights or shadows at all and it doesnt have any sense. i saw that u have to make the game as if it is for ps2 or ps1 thinking that u are making a game for a mobile CPU-APU

    • @yaroxr
      @yaroxr 11 дней назад

      This is very advanced topic of working with materials, shaders, and lightning which I have not yet came to learn about. For now, I do know the code side of optimization for classes. Once I get to the level you are describing, will definitely do. Thanks!

    • @pvt.lucio.4173
      @pvt.lucio.4173 11 дней назад

      @@yaroxr its ok bro, dont worry, one step at a time, i really apreciate your work bro.

  • @8bit-sage
    @8bit-sage 14 дней назад

    Hi, I started learning C++ not too long ago too. As far as I know from Unreal Engine documentation, it is correct to use int32 instead of int data type. Using standard types (int) can lead to undefined behaviour, as their size depends on the platform (e.g. int can be 4 bytes on some platforms and 8 bytes on others). Mobile platforms: On mobile devices such as Meta Quest, int32 is preferred because ARM processors are optimised for 32-bit data. Int32 takes up less memory than int64, which is important for mobile platforms with limited resources. Unreal Engine and APIs: Most Unreal Engine APIs use int32 to handle integers, so you'll avoid unnecessary type conversions if you use it in your code.

    • @yaroxr
      @yaroxr 13 дней назад

      Thank you, I do know that, I just used int to explain variables in general. You pointed right that int will be undefined and sometimes can take up to 8 bytes of memory in some machines. In ue5 we always use int32. Again, just used it as an example. I will state this is future tutorials.

  • @DsASMR110
    @DsASMR110 16 дней назад

    You are the emperor of unreal engine. Thank you and do you have any plan to make a tutorial about AR and Mixed Reality?!

    • @yaroxr
      @yaroxr 15 дней назад

      I might after finishing those series. My own project is full in C++ and AR so will be good at this. You will be able to convert whatever we are doing here to AR.

    • @DsASMR110
      @DsASMR110 15 дней назад

      @@yaroxr Tnx dude

  • @cyanide2426
    @cyanide2426 16 дней назад

    Thank you, Yaro, for creating this series! C++ tutorials, especially for VR, are often lacking, so it's great to see you filling that gap with valuable content.

  • @yaroxr
    @yaroxr 16 дней назад

    Note, on 9:05, when I explain about EditAnywhere, VisibleAnywhere can be also used even to edit the properties inside of the blueprint.

  • @Beniversestory
    @Beniversestory 16 дней назад

    Hello, thank you for your great content. I had a question for you. Can C++ be used to improve performance in a project written with Blueprint?

    • @yaroxr
      @yaroxr 16 дней назад

      When you create a project, you should already know if you want to use c++ or no. In your case, it will be remaking project, which could be good to learn, but if you are deep into your project, consider sticking to it and finish in blueprints.

  • @DsASMR110
    @DsASMR110 16 дней назад

    wow, after a long time with another amazing lesson

  • @rezaj.mousavi7310
    @rezaj.mousavi7310 16 дней назад

    Sir, can you explain what advantages you can have in C++ programming with Blueprint?

    • @yaroxr
      @yaroxr 16 дней назад

      When building the project (shipping), unreal converts blueprint nodes to C++, which uses it own algorithms. In blueprint you have less understanding of what you are "actually" doing. When you code in C++, you understand what happens from inner side (you get rid of tutorial addiction when making your own game). Moreover, when you work in blueprint, you code (nodes) can overwhelm you and take a lot of space in your blueprint which makes it very unreadable, which is not the case for C++ side. In C++, it is easier to navigate and trace the code, figuring out what you did wrong which takes sometimes a lot of time for the blueprint. Another advantage is compatibility with chat gpt that understand and helps better with C++ code rather than blueprints. Hope it helped.

  • @Tommyboi7566
    @Tommyboi7566 16 дней назад

    I really do need to learn Cpp so ig I'll use this as my start

  • @viledeacon9995
    @viledeacon9995 17 дней назад

    i dont have 3d widget as an option under trace, or under the collision. what am i doing wrong? this is like the 3rd tutorial ive looked at for creating a menue system in unreal engine vr template and i never have this 3d widget option in collision settings.

    • @mxdnxss4390
      @mxdnxss4390 9 дней назад

      I have the exact same issue. I watched multiple videos but nobody explains how to get this "3D-Widget" Option. Please let me know if you found a solution fpr this problem! ;)

    • @viledeacon9995
      @viledeacon9995 9 дней назад

      @@mxdnxss4390 Honestly, I think its some kind of option that was taken out of unreal or something. Im really not sure. I had previously made some widgets (like the design, not the function) that i liked and was trying to use them but i got so frustrated that I just followed the tutorial step by step and it worked somehow. So then I just went back and modified the menus to look like the widgets I had previously created. Its all working now, not sure what I did different but I absolutely never found "3d widget" as a collision option. For my BP_UMG, I have the collision set to custom and checked ignore for everything. object type is world dynamic.

    • @mxdnxss4390
      @mxdnxss4390 9 дней назад

      @ I will try that. Thank you verry much for the quick and long answer.

    • @viledeacon9995
      @viledeacon9995 9 дней назад

      @@mxdnxss4390 no problem. I hope it helps. let me know either way.

  • @Chris-jo1zr
    @Chris-jo1zr 18 дней назад

    How would you go about adding collision physics for grabbed weapons? so a gun would collide with objects and act the same way as this with the hands. EDIT: I just had to enable the same physics options that would be for the hands but on the weapon BP(mesh) when grabbed and also used a custom event in the VR Pawn that would send through the weapon mesh component to the VR Pawn and set the second component on the physics constraint.

  • @davidtamaslaszlo4922
    @davidtamaslaszlo4922 18 дней назад

    Hi First of all thank you for your video .. its been a great help for me. I have one major problem tho.. my widget only register on click event if both right and left trace is pointing on it. It is so weird, since its registrating on hoover effect if only one of them are pointing at the button, but i cannot click on it only if both left and right hand pointing on it. Anybody has any ide what could cause it?

  • @marciosalvaya1710
    @marciosalvaya1710 19 дней назад

    I would like to know how to get a cable I made with skeleton

  • @victorbinotti5943
    @victorbinotti5943 22 дня назад

    We need you, please make new videos.

  • @gurugames1308
    @gurugames1308 23 дня назад

    Каждый раз, когда я вижу такое интересное решение проблемы, возникает вопрос. Это костыль, или так принято делать?

  • @velha2999
    @velha2999 28 дней назад

    Hello, what in case if one player will host session for 2 players and other 2 players will find it in the same time and join it also in the same time?

  • @superp8380
    @superp8380 Месяц назад

    I noticed a problem when you activate hand collision. If I walk in real life moving my body, it seems that the capsule of my character don't move, so the hands collide with an invisible mesh that I think is the player capsule. Is there a way to move the capsule to follow the player when the player physically move?

  • @JerryDaMouse07
    @JerryDaMouse07 Месяц назад

    Step one to Trying to recreate the Arkham Shadow finger physics

  • @MatthewScarboro_VFX
    @MatthewScarboro_VFX Месяц назад

    Question, I've modified my code a bit compared to your setup, however the functionality is basically the same. (Im also not using this setup to drive, just get in and get out of the vehicle for a period of time). Everything works as intended except when I detach/exit the vehicle. My locomotion control's no longer respond like they do prior to entering. I've checked my world settings, my enhanced inputs, my project settings, my code, everything seems fine. But for some reason once the grab action is initiated, animation sequence fires, then transferred to the scene component in the seat, then reversed back out of the car my movement controls dont work anymore. Hands still work, buttons, grab action to get back in the car, etc, just cant move. Anyone with any insight to what I'm missing/forgetting here would be most appreciated.

  • @RxPharmacytech
    @RxPharmacytech Месяц назад

    Will this work in unreal 4.27?

  • @renstillmann
    @renstillmann Месяц назад

    Happy xmass. I wondered if you are still active. I enjoy your videos and wanted to give a tip/donation but I don't see you have super like enabled for your channel 😢

  • @TheRomanHydra
    @TheRomanHydra Месяц назад

    I found a fix to the gliding problem. I've replied to all comments asking about it but here is my own. In the physics contraint turn off the velocity targets, and make the strength of position target 4000 instead of 2000. Also set the swings to limited instead of locked.

  • @renstillmann
    @renstillmann Месяц назад

    Since I didn't really understand the collision settings and what everything means, here is a summary: ``` Let's break down the concepts of Ignore, Overlap, Block, and their relationship to Trace Responses and Object Responses, along with the possible child options. _Core Collision Settings_ Ignore: The object will completely ignore interactions with the specified collision type. No events (like overlap events or blocking interactions) will occur. Overlap: The object will trigger overlap events (e.g., OnBeginOverlap and OnEndOverlap) with the specified collision type. It doesn't physically block movement but detects when another object enters or exits its bounds. Block: The object physically blocks other objects of the specified collision type. The engine prevents the overlapping of these objects, enforcing physics-based collision behavior. _Categories: Trace Responses vs. Object Responses_ 1. Trace Responses: These define how the object responds to trace queries, like raycasts or line traces, which are often used for hit detection or visibility checks. Subcategories (e.g., Visibility, Camera, etc.): Visibility: Used for line-of-sight checks or determining if something is visible to a player or camera. Camera: Typically used to see if an object obstructs a camera’s view. 3DWidget: Used for interactable widgets in the 3D world. Grabbable/CurlGrabbable: Custom types often used in VR or interaction systems, allowing you to distinguish between objects you can pick up or manipulate. A Block response here means the trace query "hits" the object, while Ignore allows the trace to pass through. Overlap is not applicable for trace queries. 2. Object Responses: These define how the object interacts with other physical objects in the scene. Subcategories (e.g., WorldStatic, Pawn, etc.): WorldStatic: Objects that don’t move, like walls or terrain. WorldDynamic: Objects that move but aren’t controlled by the player (e.g., a swinging door or a moving platform). Pawn: Player-controlled characters or NPCs. PhysicsBody: Objects with physics simulations enabled, like a falling rock. Vehicle: Cars or other drivable objects. Destructible: Objects that can be destroyed, like breakable walls. Magazine, Weapon: Likely custom object types created in your project for specific gameplay elements. Here, Ignore, Overlap, and Block behave as described earlier, but they dictate how your object physically interacts with these specific object types. How These Categories Work Together Trace Responses apply to interactions that do not involve physical collisions, like raycasts or line traces. For example, a sniper rifle's line-of-sight check uses a trace. Object Responses apply to physical interactions in the game world. For instance, a player (Pawn) colliding with a wall (WorldStatic) would be governed by object responses. _Example Scenarios_ 1. Setting Up a Wall: Trace Responses: Visibility: Block (you want line-of-sight checks to hit the wall). Camera: Block (you don’t want the camera to go through the wall). Object Responses: WorldStatic: Block (other static objects shouldn't pass through the wall). Pawn: Block (players can't walk through the wall). PhysicsBody: Block (you don’t want falling objects to pass through). 2. Setting Up a Pickable Object (e.g., Weapon): Trace Responses: Grabbable: Block (you want the trace to detect the object for grabbing). Visibility: Overlap (you don’t want it blocking visibility checks unnecessarily). Object Responses: Pawn: Overlap (players should be able to "pick up" the weapon). WorldStatic: Block (if dropped, it shouldn’t fall through the ground). PhysicsBody: Block (should collide with other physical objects). Custom Object Types and Categories Custom object types (like Magazine or CurlGrabbable) are created in your project settings under Collision. These allow for more granular control over collision responses specific to your game's mechanics. For example: Magazine could be used for managing collisions with ammunition clips in a shooter. CurlGrabbable could specify objects interactable via a particular VR hand mechanism. You define these types and assign them to objects as needed. _Key Takeaways_ Ignore avoids all interactions. Overlap triggers events but doesn’t physically block. Block prevents overlap and enforces physical constraints. Trace Responses are for non-physical interactions (line traces, raycasts). Object Responses are for physical interactions (collisions with game objects). ```

  • @borisnoa773
    @borisnoa773 Месяц назад

    Hello, am trying to follow the tutorial but at 29:28, the trace channel menu doesn't have 3DWidget option in my UE5, I don't how to have it. Is it because of the UE version am using ?

    • @getshotUK
      @getshotUK 20 дней назад

      Heya! Any chance you figured this out? I'm stuck on this part!

    • @borisnoa773
      @borisnoa773 20 дней назад

      @getshotUK hello, yes I found out how to fix it. Just go to settings and create a channel yourself. Am not near my laptop, I will send your better explanation later in the evening

    • @getshotUK
      @getshotUK 19 дней назад

      @@borisnoa773 Ah that makes sense, in the end I just took the project template menu and adjusted the widget and that worked xD

    • @mxdnxss4390
      @mxdnxss4390 9 дней назад

      @@borisnoa773 Hey can you pls give a quick explanation how to set this up exactly. I have the same issue and been stuck here for a week. It would help so much !!! ;)

  • @renstillmann
    @renstillmann Месяц назад

    Right hand animation works for me but the left doesn't. I have correct Input Actions setup, and IMC. Also checked if the Left and Right both have set the same Animation Class. Also in the Event graph the correct "Left hand" variable and "Right hand" are set. Perhaps you have an idea why this might be? I tried to debug things, but the event riggers, I can see the "Mirror" is applied (set to True) also. It seems not possible to actually add break points on the animation graph itself. So not sure where it goes wrong.

    • @renstillmann
      @renstillmann Месяц назад

      I just started from scratch, and now it works. I will see if I can figure out what is the difference because I have the previous project. Eager to know what I did wrong or what I missed. Probably I have some setting from a previous tutorial mixed up somewhere that is causing issues. Anyway, this tutorial just like many others you did are really helping me learn UE5 and keeps me going to achieve a small part of my project haha. I wish you happy holidays!

    • @renstillmann
      @renstillmann Месяц назад

      Seems like the default hands are two seperate meshes causing the issue. As soon as I made it one for both hands it worked (using -1.0 on Y axis) 👍

  • @Noahammar-c3h
    @Noahammar-c3h Месяц назад

    Hey men, I was wondering if you can develop a multiplayer game for me for meta quest , how can I contact you

  • @renstillmann
    @renstillmann Месяц назад

    8:38 you drag out from "Is Held" i notice you automatically get the "Branch" node, how did you do that haha.

    • @renstillmann
      @renstillmann Месяц назад

      Never mind, I just learned you can press "B" on the keyboard to do it while dragging from pin. Same for "Reroute" by clicking "R". Awesome.

  • @renstillmann
    @renstillmann Месяц назад

    I just follow along the video, and am at 04:15, any reason why for all "Exposable Properties" you choose "Pose Alpha X" while for AlphaPoint you choose "Current Pose Alpha Point"? Why the "Current" was chosen here? Is there a reason for that over the "Pose Alpha Point"?

  • @007-t6c3k
    @007-t6c3k Месяц назад

    This is one of the great tutorial for VR on RUclips. Thank you!

  • @PicklePicken
    @PicklePicken Месяц назад

    Hello, im at 12:47 and I can not grab my slider I have no clue what is hapenig and im on the rioght version, could you help me please. I think it has somthing to do with my curl grab component because even with the mag I can grab it with my left and it works fine, but my right plays no anim and wont come of please help. Can I send you my project thanks.

  • @U_Lambda
    @U_Lambda Месяц назад

    Not sure why, but my cube not longer appears after making these changes. I also checked to make sure visibility wasnt accidentally clicked

  • @hunterhuber4258
    @hunterhuber4258 Месяц назад

    At 11:36 Right hand works just fine but left hand picks up the gun upside down. What could be causing this?

  • @NR_5tudio
    @NR_5tudio Месяц назад

    i made this, and i gave the game on shipping mode to my friend which a 2 country far to test and play the game with me but when he press join, he cant find my ses or my match or game or whatever sooo is there is a way to fix it? (without using paid online cloud like photon or steam servers)

  • @hatecraftgames7141
    @hatecraftgames7141 Месяц назад

    Okay so got everything working except the session item doesn’t spawn in for the join function. The only thing i didn’t do was the widget switching as i had all my menus already made and when i tried it, it ruined all of my menu organization.

  • @Fikarblackproject
    @Fikarblackproject Месяц назад

    i cant find trace channel 3D Widget

    • @getshotUK
      @getshotUK 20 дней назад

      Any chance you figured this out? I'm stuck :')

    • @mxdnxss4390
      @mxdnxss4390 9 дней назад

      @@getshotUK same here. Havent found a solution since days ;(

    • @getshotUK
      @getshotUK 9 дней назад

      @@mxdnxss4390 I ended up just editing the default menu that comes with the VR template, that worked for my uses :D