We will be updating this video a bit to make it work with Unreal Engine 5. There are a few changes you'll need to make, as well as some major updates we've made to the base rig.
@@reljavsimic4978 Hey, I'm not sure to understand, what kind of issues? Following tutorial everything went fine, only issue was about scale and that vive solution was not very convenient for me in the end. I used android plugin for camera that is more natural camera
@@duchmais7120 sorry, just saw you comment. you can use mocap fusion to link trackers to a camera (50$) or you can make a blueprint for your camera and look for the setup to link the htc tracker.
Nick, you made a great starter video for VR training, I too am very inspired by Matt Workman's work, you slowed your training down in the Event Graph nodes. I was able to finally take some steps in connecting HTC Vive controller to Unreal Engine. I been working in Unreal 9 months and you get brain fog at times because this game is not easy for me. Patience, Practice, Reading, Learning, RUclips, and of course spend Money. KEEP UP YOUR RUclips Channel
for QUEST 2 users, you just have to connect quest to PC via Airlink, then open up steamVR, and once the steamVR recognises your HMD and controllers, do the same exact method as this video. for the index, numbers, QUEST controllers for me were usually 1&2.
Thanks! This is great information to know! We are in the process of making an updated video for this, including new hardware and rig, and we could include this information. We will also include info about how to find your index numbers through a blueprint.
So.. Unreal measure in Centimetres, and Vive in Metres. My stage is too small.. so when I rotate everyting works fine, but when I move around in unreal, its very small to no movement.. How do you fix that the Measuer unit in Unreal, and in Vive is Centimetres?
nice tutorial...but how you set up all the equipment ? what we need for this ? how many trackers ? how they are connected with pc ? so many info missing
This is just a basic HTC Vive system with 2 trackers. Nothing fancy. I recommend adding a few extra trackers if you have a larger space, but this is just a vanilla HTC Vive setup.
Thanks for the tutorial man. I'm trying with my oculus quest 2, it's just pain in the ass as my laptop is not compatible with the link cable, I had to use airlink and the HMD just swaps into the transform, double influencing the location of the blueprint actor like you mentioned in 4:53.
Did you ever get this working? I'm curious, because I thought it was only possible to do the tracking through UE4 if it was outside-in tracking, like using the base stations to measure the HMD's location, but the Quest 2 uses inside-out tracking, right? It uses internal cameras to track it's location in a room? I thought this method was incompatible with this kind of use-case, but I'd be interested to hear if you've got it working!
@@tylerwalker492 I did it in quest 2. You just have to connect it with Airlink and once the SteamVR recognise your quest controllers, you're good to go with this method.
Another question is there any way to average the transform data from the controller to smooth it out? Like a way to make the camera sort of stabilize from averaging the data before it transforms.
I'm not sure about within the software (probably), but from a film perspective, attach the controller and camera to a gimbal; this technology will stabilize the controller/camera/shot and a necessary tool for aspiring filmmakers. A tripod also works.
Really appreciate you making these videos. I've got the tracker working as expected now in Unreal. I'm trying to export the tracking data that I record in Unreal to Blender. Do you have any ideas on how to do this? Or do you know if there is a way to use the Vive controller directly within Blender in the same way parenting the transform data to the camera? Thanks alot!
Sorry about the wait on this... I haven't tried it out, but you could most likely bake the animation of the camera from within Sequencer, then export that to FBX, and import it into Blender. I don't use Blender much, but I know it can import FBX without issues... The real question is if you can bake out and export the FBX camera... If this isn't straightforward, or it doesn't work, let me know and I will look into a possible solution when I have a few minutes!
We just used to 2 base stations, but the HMD was hooked up. I think there are some ways to get the HTC Vive working without the HMD, but have never tried it. We're setting up to use HTC Mars, which is a bit more on the pricey end...
So all my rotations work, but the physical transform (moving left right forward back up and down) seem to be moving only millimeters in unreal, is there a way to adjust the movement values or correct this? Thank you the tutorial was much more straight forward than other tutorials I've found
Thanks for the kind words. I've noticed that it doesn't move enough, too. I'm thinking it's got something to do with real world scale of the scene, but I'll have to dig deeper. Stay tuned!
@@prabhuperiyandavar9207 I haven't had a chance yet. It might be your world scale? Can you check your scene and units it to make sure it isn't too big? Mine seems to be slightly off, but not toooo bad. I still will be looking into tweaking it, but haven't had a chance yet.
Hi there, I always see people using the camera as a handheld camera. If you mount the virtual camera on a tripod, can you get completely static shots, without jittery, artefacts, etc? Thanks so much :)
Hey, thanks for the tutorial... I tried this camera in ue4 and it is working but when I tried this camera in yet it's not working can you tell me how can I use this camera in ue5? Kindly solve this issue Asap.😊
Hey, thanks for the tutorial! Would you tell which version your controllers and base stations are? Does this work as smooth with the first gen vive trackers?
These aren't from the pro, but I'm not sure which versions those were. We are now using a new setup, as those ones were on loan. The new one is using Manus Trackers. We will be posting a new video on that setup soon!
@@RetroPixelDigital Did you ever make the new video? I actually bought Tundra Trackers for full body mocap, but also want to use it to do camera tracking. I'm interested to know how you've progressed, and want to learn this in UE5 hopefully with some data smoothing. Would love to connect with you! Let me know if we can chat!
Hi Nick! Thank you for sharing this, it helped us setting up our Vive Conroller as a virtual camera in UE. Now we are trying to figure out how to use the buttons on the controller as Zoom f.ex. Have you gotten that to work/tried that out?
Not yet, but I was going to use my iPad to control all of the lens and camera settings. I got an 8.9" field monitor with SDI outputs that plug into a decklink card in my computer, so I can have a real time monitor on the rig.
@@NickRomick Thank you for your feedback! Ok, I see. Yes, we also have the monitor on the rig, its helpful. We have made some recordings with the virtual camera in unreal now, using the vive controller. But we haven't figured out the zoom function...
We haven't tried that out yet, but we will be in the very near future. All these projects we have been getting has been pushing us a bit behind on video creation lately.
Great video and easy to follow along. Thank you!!!! But, when I try to do this again, the number ID is lost, and to make things harder, I have a tracker in addition to the two wands. Can you please point us to the "fancy way to find the tracker IDs" TXT, PDF, or Video ... anything would be helpful.
Quick newbie question... Is the headset needed for any part of virtual production like this? Could I just sell the headset and use the base stations and controllers/trackers?
@@NickRomick Okay, thanks for the response. I have the Vive Pro but I can’t seem to find any nice tutorials on how it’s done. Any chance of a tutorial for something like this?
I haven't, but I've found a few articles online that illustrate how to do it. I think this would be a better option for me, as I don't plan on using the controller for camera settings. That was one of the reasons Matt Workman preferred the controller to the tracker... But, the tracker is much more compact, so I would love to replace it eventually.
@@shelltakeyoutoheaven which drop down window is that? Im using trackers too. cant get the cube to rotate at all, chanigng device id numbers but Im up to 10 now :)
Thank you. You have provided valuable information on continously evolving system.
Thank you so much! This is the only tutorial that could help me set this up! Thanks a lot! 👌
We will be updating this video a bit to make it work with Unreal Engine 5. There are a few changes you'll need to make, as well as some major updates we've made to the base rig.
Still working in 2023 (UE5.1) A big thanks, awesome tutorial!
hey, planning to try it with UE 5.1. Please tell me did you have any problems with having HMD connected?
Thanks in advance!
@@reljavsimic4978 Hey, I'm not sure to understand, what kind of issues? Following tutorial everything went fine, only issue was about scale and that vive solution was not very convenient for me in the end. I used android plugin for camera that is more natural camera
@@3dystopia606 Hey you can use this on an Android and the procedure will vary...?
@@duchmais7120 sorry, just saw you comment. you can use mocap fusion to link trackers to a camera (50$) or you can make a blueprint for your camera and look for the setup to link the htc tracker.
THANK YOU!! Great Tutorail
Nick, you made a great starter video for VR training, I too am very inspired by Matt Workman's work, you slowed your training down in the Event Graph nodes. I was able to finally take some steps in connecting HTC Vive controller to Unreal Engine. I been working in Unreal 9 months and you get brain fog at times because this game is not easy for me. Patience, Practice, Reading, Learning, RUclips, and of course spend Money. KEEP UP YOUR RUclips Channel
i guess I'm quite randomly asking but do anyone know of a good place to stream newly released movies online ?
@Jefferson Luke Flixportal :P
@Brayden Paxton thanks, I went there and it seems like a nice service =) I really appreciate it !
@Jefferson Luke You are welcome xD
Wow, My best friend, I liked the video very much, thanks you for sharing, stay safe, stay blessed
Thanks!
for QUEST 2 users, you just have to connect quest to PC via Airlink, then open up steamVR, and once the steamVR recognises your HMD and controllers, do the same exact method as this video. for the index, numbers, QUEST controllers for me were usually 1&2.
Thanks! This is great information to know! We are in the process of making an updated video for this, including new hardware and rig, and we could include this information.
We will also include info about how to find your index numbers through a blueprint.
@@RetroPixelDigital all the best 😉 thanks ofr this tutorial, it was the only tutorial which helped me to track virtual cameras with VR equipments
Wonderful and simple is that thank you for the precious post...
Excellent tutorial thank you very much .
Perfect tutorial !!! Thank you !!!
So.. Unreal measure in Centimetres, and Vive in Metres. My stage is too small.. so when I rotate everyting works fine, but when I move around in unreal, its very small to no movement.. How do you fix that the Measuer unit in Unreal, and in Vive is Centimetres?
Thank you very much~!😊😊😊😊😊
You're welcome 😊
nice tutorial...but how you set up all the equipment ? what we need for this ? how many trackers ? how they are connected with pc ? so many info missing
This is just a basic HTC Vive system with 2 trackers. Nothing fancy. I recommend adding a few extra trackers if you have a larger space, but this is just a vanilla HTC Vive setup.
great tutorial ! zoom is not working why?
Thanks for the tutorial man. I'm trying with my oculus quest 2, it's just pain in the ass as my laptop is not compatible with the link cable, I had to use airlink and the HMD just swaps into the transform, double influencing the location of the blueprint actor like you mentioned in 4:53.
Did you ever get this working? I'm curious, because I thought it was only possible to do the tracking through UE4 if it was outside-in tracking, like using the base stations to measure the HMD's location, but the Quest 2 uses inside-out tracking, right? It uses internal cameras to track it's location in a room?
I thought this method was incompatible with this kind of use-case, but I'd be interested to hear if you've got it working!
@@tylerwalker492 I did it in quest 2. You just have to connect it with Airlink and once the SteamVR recognise your quest controllers, you're good to go with this method.
Another question is there any way to average the transform data from the controller to smooth it out? Like a way to make the camera sort of stabilize from averaging the data before it transforms.
I'm not sure about within the software (probably), but from a film perspective, attach the controller and camera to a gimbal; this technology will stabilize the controller/camera/shot and a necessary tool for aspiring filmmakers. A tripod also works.
@@jainradhakrishnan6600 That is a good idea. Thanks a lot dude!
Really appreciate you making these videos. I've got the tracker working as expected now in Unreal. I'm trying to export the tracking data that I record in Unreal to Blender. Do you have any ideas on how to do this? Or do you know if there is a way to use the Vive controller directly within Blender in the same way parenting the transform data to the camera? Thanks alot!
Sorry about the wait on this... I haven't tried it out, but you could most likely bake the animation of the camera from within Sequencer, then export that to FBX, and import it into Blender. I don't use Blender much, but I know it can import FBX without issues...
The real question is if you can bake out and export the FBX camera... If this isn't straightforward, or it doesn't work, let me know and I will look into a possible solution when I have a few minutes!
Thanks a Million!👍
Nice vedio
, can I use the old version of HTC vive with base station 1?
Yep! As long as it connects to Steam VR, it will work!
Hi, if I buy only one Vive tracker is it enough to track the motion? or base stations are compulsory?
Does vive controller work without the base station?
I followed completely as you showed in the video but the virtual camera is not working, please help me figure how it works, thanks!
Join our Discord here - discord.gg/RxUV5guhZt
We will see if we can help out!
It's work! You're the best.
Hello, tell me please, do you need a complete set of htc vive or just 2 base stations with a controller (tracker)?
We just used to 2 base stations, but the HMD was hooked up. I think there are some ways to get the HTC Vive working without the HMD, but have never tried it. We're setting up to use HTC Mars, which is a bit more on the pricey end...
Thanks for this!!
Sweet!
So all my rotations work, but the physical transform (moving left right forward back up and down) seem to be moving only millimeters in unreal, is there a way to adjust the movement values or correct this?
Thank you the tutorial was much more straight forward than other tutorials I've found
Thanks for the kind words. I've noticed that it doesn't move enough, too. I'm thinking it's got something to do with real world scale of the scene, but I'll have to dig deeper. Stay tuned!
@@NickRomick Had any luck finding it out?
Even I am struck at it :(
@@prabhuperiyandavar9207 I haven't had a chance yet. It might be your world scale? Can you check your scene and units it to make sure it isn't too big? Mine seems to be slightly off, but not toooo bad. I still will be looking into tweaking it, but haven't had a chance yet.
You should change the Units in wich UE4 works (Unreal Units to Meters o CM)
did you turn off the headset while tracking?
Yes. I unplugged the HDMI from the link box so I didn't get any weird jumps out hiccups...
Where can I get the model of the character you used?
Hay really tutorial, does this setup requires a HTC Base Station.
is it possible to remove DefaulPawn sphere?
Hi there, I always see people using the camera as a handheld camera. If you mount the virtual camera on a tripod, can you get completely static shots, without jittery, artefacts, etc? Thanks so much :)
You should be able to... if you're getting jittery artifacts, it may be an issue with your base stations?
Hey, thanks for the tutorial... I tried this camera in ue4 and it is working but when I tried this camera in yet it's not working can you tell me how can I use this camera in ue5?
Kindly solve this issue Asap.😊
Please join us on our Discord channel here - discord.gg/RxUV5guhZt
We will help you out there! :)
for some reason I cannot find " Get Tracked Device Position and Orientaion?"
Join our Discord channel - discord.gg/RxUV5guhZt
We will try to help you out there!
Thank you!
Hey, thanks for the tutorial! Would you tell which version your controllers and base stations are? Does this work as smooth with the first gen vive trackers?
These aren't from the pro, but I'm not sure which versions those were. We are now using a new setup, as those ones were on loan. The new one is using Manus Trackers. We will be posting a new video on that setup soon!
@@RetroPixelDigital Did you ever make the new video? I actually bought Tundra Trackers for full body mocap, but also want to use it to do camera tracking. I'm interested to know how you've progressed, and want to learn this in UE5 hopefully with some data smoothing. Would love to connect with you! Let me know if we can chat!
Hi Nick! Thank you for sharing this, it helped us setting up our Vive Conroller as a virtual camera in UE.
Now we are trying to figure out how to use the buttons on the controller as Zoom f.ex.
Have you gotten that to work/tried that out?
Not yet, but I was going to use my iPad to control all of the lens and camera settings. I got an 8.9" field monitor with SDI outputs that plug into a decklink card in my computer, so I can have a real time monitor on the rig.
@@NickRomick Thank you for your feedback!
Ok, I see.
Yes, we also have the monitor on the rig, its helpful.
We have made some recordings with the virtual camera in unreal now, using the vive controller. But we haven't figured out the zoom function...
We haven't tried that out yet, but we will be in the very near future. All these projects we have been getting has been pushing us a bit behind on video creation lately.
Ok, I see. Thanks for the feedback.
can we walk around with vive controller ?
You sure can!
Hey Thanks for sharing video. Though at minute 1:35 did you mean 2 HTC Base Stations or 2 HTC Trackers??
Ohhh. 2 base stations, and one controller that we used as a tracker. Sorry!
thanks
Has anyone replicated this now in UE5 as the steamVR plugin is taken over with OpenXR plugin ?
Great video and easy to follow along. Thank you!!!! But, when I try to do this again, the number ID is lost, and to make things harder, I have a tracker in addition to the two wands. Can you please point us to the "fancy way to find the tracker IDs" TXT, PDF, or Video ... anything would be helpful.
There is a bp node that is Get Tracked Device ID and you connect it to a string so you can get the IDS.
Quick newbie question... Is the headset needed for any part of virtual production like this? Could I just sell the headset and use the base stations and controllers/trackers?
With the regular HTC vive, I'm pretty sure you'll need it to start Steam VR... with the pro versions, there are workarounds for not needing the HMD.
@@NickRomick Okay, thanks for the response. I have the Vive Pro but I can’t seem to find any nice tutorials on how it’s done. Any chance of a tutorial for something like this?
Yeah. I'll try to get a tutorial like that done soon. I'm going to switch over to trackers only when I get a pro
Did you ever update all of this for Unreal Engine 5?
Not yet, but we're working with some of our hardware partners to create a new one for UE5 that has a bit more hardware attached to it.
@@RetroPixelDigital Would love to know when you get it all up and running!
I have Vive Tracker and one base station 2.0.. I dont know how to set to UE4 for green background. Can you show me video tutorial ? Thanks.
The vive tracker is a 2.0 or Pro? Because if not you wont be able to connect them, i had the same issue. There is no compatibility unfortunately
@@devilyitan OH I see. thanks for inform.
@@devilyitan So which combination is recommended now? One vive tracker 3.0 and what else is needed? Thanks
Can we make this without buying the headset?
Did you find out?
How would i do this with an oculus quest 2?
thank you!!!!
Have you done this with the trackers instead of the controllers?
I haven't, but I've found a few articles online that illustrate how to do it. I think this would be a better option for me, as I don't plan on using the controller for camera settings. That was one of the reasons Matt Workman preferred the controller to the tracker...
But, the tracker is much more compact, so I would love to replace it eventually.
it does work, i just tried. You just click "other" as sort of device in the drop menu :)
@@shelltakeyoutoheaven which drop down window is that? Im using trackers too. cant get the cube to rotate at all, chanigng device id numbers but Im up to 10 now :)
lol user error, didnt realize my tracker turned off automatically after I restarted steam VR :)
Is there a way for auto focus camera in engine ? So when i look at objects in different distances, it sharpens the image for that distance ?
Yes! I'm pretty sure u can setup that in the cinecamera config options.
Now all that I need to do is make a rig that can have my HTC vive controller and my camera at the same time
Jesus Christ, guys. This is going to seriously downsize the manpower of the film industry.
Don't know if folks realize this yet.