Hmm, I am interested in two things. -Virtual reality spectator. (I have been having a huge problem with my VR project what the headset user sees is misaligned with what I see on the pc I have no idea why XD) -How to add a VR body to the player character.
louder ones ;) i would acutally love to see a semi tutorial on how to walk around the epic tech demo. new tech sounds amazing, and would be awesome to see the details in vr...
A full magazine reload system with a slider on your gun tutorial that moves back to position when let go regardless if you pull back far enough. That's the biggest thing I'm looking for, I'd donate for it instead of buying one of the marketplace
Every time I need to figure out how to do something in VR with Unreal Engine, I go see if there's a VR Playground video on it. You do an amazing job of releasing videos on practical topics. Thank you for doing what you're doing, and keep up the fantastic work!
I literally found this channel yesterday and I’m already hooked !!! I’m in the midst of switching from unity to UE5, thanks for your awesome content!!!
Running 5.3.2. Thank you for the tutorial. It was super helpful! I ran into an issue that a few people are having so I'll leave this here in case it helps others. You have to use IA_Shoot_Left and IA_Shoot_Right in place of the Trigger Left and Right in the VRPawn blueprint, and instead of using "Released" you use "Completed". Don't forget to set the mappings in IMC_Default as well. Hope this helped anyone in my position.
@@hodophile2063 the IMC_Default is basically where you set up the controller inputs. Example: (if you were using an Xbox controller and wanted the "A" button to be the "start" button, this is where you would set that). It can be found in a folder in the content browser under VRTemplate/Input. Open this and you will see a bunch of mappings (IA_Move, IA_Turn, etc). Next to the word "Mappings" you will see a little plus and a trashcan. Click the plus to make a new mapping. It will have a main drop down (almost black and will have the name of the mapping like the others above it. You want to click that drop down and search for IA_Shoot_Left. After that, right next to that drop down to the left will be another little dropdown tab. Click that and you will see a little button that looks like a keyboard and yet another dropdown next to that as well as a trashcan icon. Click that drop down and look for Oculus Touch (L) Trigger. Repeat for the right controller as well (IA_Shoot_Right and Oculus Touch (R) Trigger). Then, at 20:46 of the video, simply use the new mapping instead (so instead of InputAction TriggerLeft it will be EnhancedInputAction IA_Shoot_Left and EnhancedInputAction IA_Shoot_Right. Hope this helped!!!
@@hodophile2063 In the content browser look for VRTemplate/Input and you will find IMC_Default. This is where you set up the mappings for controls. Open it and you will see a list of mappings (IA_Move, IA_Turn, etc). Next to the word mappings is a little plus icon. Click it to make a new mapping. In the new dropdown (it says 'none' currently), select IA_Shoot_Left. To the left of that is another dropdown that will show a little keyboard and yet another dropdown option. Click it and search for Oculus Touch (L) Trigger. Repeat process for the right trigger ( Oculus Touch (R) Trigger and IA_Shoot_Right). Hope this helped!
@@hodophile2063 In the content browser look for VRTemplate/Input and you will find IMC_Default. This is where you set up the mappings for controls. Open it and you will see a list of mappings (IA_Move, IA_Turn, etc). Next to the word mappings is a little plus icon. Click it to make a new mapping. In the new dropdown (it says 'none' currently), select IA_Shoot_Left. To the left of that is another dropdown that will show a little keyboard and yet another dropdown option. Click it and search for Oculus Touch (L) Trigger. Repeat process for the right trigger ( Oculus Touch (R) Trigger and IA_Shoot_Right). Hope this helped!
what a nice tutorial, the only problem is that they changed the VRPawn, there is no longer InputAction Trigger Left / Right. I'm so close to have a working menu. THX for this tutorial
Hi, I hope you read this, I'm struggling with the fact that my widget interaction beam doesn't seem to interact with the UI, it goes right through it. I'm using UE4.27, I'm just not sure what could be the cause of the malfunction since I'm very new to all this.
I notice you don't answer questions so this is probably pointless... but the text resolution is pretty bad on world space widgets, is there any way to improve that?
Great Tutorial. Can you do a tutorial that shows how to switch out the SimpleUI in the UIActor to another widget Blueprint. For example, we use SimpleUI for our MainMenu to start the game. When the game finishes we want ScoreUI to pop up instead to show the score.
Hey, thanks for these great tutorials :) I have a request for a Tutorial (since you've asked for suggestions) ... i'm currently trying to replicate the white cursor circle thingy from the default unreal-VR-controller-Menu ... the "restart"-/"real life"-one you can control via right-controller-menuinteraction-trace & also the left thumbstick... but for in-world-widgets like you show here in the video. My Problem is the complexity of this/Epics Default-Vr-Menu (for this usecase), because it includes a mass of blueprint code for controller-thumbstick-widget-interaction, left/right hand detection and stuff like "always face the player" ... which isn't needed at all for a widget that is just placed in the world. I "assume" the solution for "just display the white-dot-cursor instead of the debug-dot-thingy" (from this tutorial here) isnt as complicated as i imagine it to be, but like i said, epics default-menu is riddled with additional functions, which makes it pretty hard for me to understand how the actual dot-cursor-function works / is designed within said blueprint. Anyway, thanks again for your tutorials ... helped me a lot in the last couple of weeks. PS: is it just me, or is it normal that the Controllers of the Oculus Rift (the very first one) have a horrible/unusable rotation offset when it comes to the widget-interaction-linetrace in the current openXR implementation for Unreal? The Linetrace literally shoots towards the sky if i hold the controller level to point at something ... had to make my own rotation-offset-fix-function, in order to use widget-interaction-linetraces without breaking my wrist while trying to point at something.
Hey there, thanks for all the tutorials you've shared with the world. I have a question about Gaze-Based navigation. As I can see and as you've mentioned most interaction is made with handsets and triggers, while I just want to use gaze-direction to move around and teleport. I read that early UE4 versions had gaze-based navigation tools which UE 5 doesn't. Do you have any recommendations for me to use gaze as a pointer/trigger ? (i'm using UE 5) Thanks !
For some reason, when I click, only the text in the first button changes. Why is that? I used the VR Character from the previous lesson. Added only interaction widgets to controllers. I can walk, but when I press any button, I can't walk and other buttons are not pressed.
I need some help, I created a UI with exact same method but when i Click on a button all Input actions are blocked from the controllers. I even changed the motion controller blueprint to press and release correctly.
Hi, excellent tutorial. Could you help me, please? I need to add a SliderBar that follows the player, I'm using the architecture/collab viewer template.
If I wanted a touch screen interface in VR (like maybe the character can pick up an iPad and interact with its touchscreen) would I use a Widget in an actor like that, or is there a way to use the widget as a material, for example so it's on the iPad mesh?
I followed this tutorial, and when I play the level, on my Index headset the menu shows up in the headset and it's extremely zoomed in, it's like my face is right up against the menu, instead of keeping me in the level and showing the menu in the level.
Hi i love the tutorials, i do have an issue A @20:22, i'm running UE5.3.1 and the hand motion controllers have had some Updates including the Event Graph so the L and R Trigger events no longer exists. any help to keep following this video would be greatly appreciated. Thanks.
sorry, i haven't yet, best bet is to install and run the version of UE that he uses in the vid, that's what i'll be doing, if you find a work around for the latest version please post it. thanks
Running 5.3.2 here... I did some tinkering and got it working. I tried to create my own mappings but it caused the VRPawn to not work. You have to use IA_Shoot_Left and IA_Shoot_Right in place of them in the VRPawn blueprint, and instead of using "Released" you use "Completed". They are mapped to the triggers already so that's probably why they didn't work when I tried to make my own.. Don't forget to set the mappings in IMC_Default as well. Hope this helped!
If you want to remove the pointer guide/debug in the next level how would you do this? level BP? Trying to work out how to only show the line during the opening main menu but not in-game.
This is a great tutorial, but a problem im having is I will export my project in Shipping but the Widget Interaction Component wont show up anymore in the game, it shows up perfectly fine in the editor but it wont show up in the packaged build i have, Im using Unreal Engine 4.27, can anyone help me with this issue?
Thanks bro✨💪 I need your help please. I add widget web browser with interaction on UE5.1 and It's work good 😊 but when I packaging my project I don't whatc the web page and so it's Not work. Please help me🤔💪
Hi. HP Motion Controller plugin and OpenXR and SteamVR plugins enabled, but UE 5.0.0 with HP Reverb G2 VR headset displays old Vive controllers in VR play mode and no steam vr overlay can run. Do you know why ?
hey bro i have an issue after moving a project from 4.26 into 5.1. When i use the same widget and widget interaction as before i can suddenly only use the widget once and my player loses all controls, no movement and no buttons work. How can i fix this
thanks u tutorial, I meet a promble. I followed your tutorial to change the controller. But after I click the button once I can't keep clicking it, I can't even teleport, and all the functions don't work anymore.
@@Upri5e Hey Yes! So On release just after you have the release pointerkey node you need to add "Set Input Mode Game Only". I guess when you click it sets the games input to be UI only? and the buttons stop working but idk
@@kaushikpaddy7467 Thanks alot for the response, yes i think the issue was in 5.1 once we point to the UI it was focusing on it, the way i fixed it is I made sure the widget and the buttons on it have focusable disabled.
What kinds of tutorials would you guys like to see in future videos?
Hmm, I am interested in two things.
-Virtual reality spectator. (I have been having a huge problem with my VR project what the headset user sees is misaligned with what I see on the pc I have no idea why XD)
-How to add a VR body to the player character.
louder ones ;) i would acutally love to see a semi tutorial on how to walk around the epic tech demo. new tech sounds amazing, and would be awesome to see the details in vr...
A full magazine reload system with a slider on your gun tutorial that moves back to position when let go regardless if you pull back far enough. That's the biggest thing I'm looking for, I'd donate for it instead of buying one of the marketplace
A tut on a vr objective hud or a type of vr objective system
I'm trying to figure out how to do grabbed (physics handle) object collision audio.
Please and thank you.
Every time I need to figure out how to do something in VR with Unreal Engine, I go see if there's a VR Playground video on it. You do an amazing job of releasing videos on practical topics. Thank you for doing what you're doing, and keep up the fantastic work!
I literally found this channel yesterday and I’m already hooked !!! I’m in the midst of switching from unity to UE5, thanks for your awesome content!!!
My default VRPawn does not have the InputAction TriggerRight or Left in the Event Graph. How do I go about recreating that?
As someone just getting started in Unreal 5, I really appreciate you starting from a fresh project as opposed to the VR template
Running 5.3.2. Thank you for the tutorial. It was super helpful! I ran into an issue that a few people are having so I'll leave this here in case it helps others. You have to use IA_Shoot_Left and IA_Shoot_Right in place of the Trigger Left and Right in the VRPawn blueprint, and instead of using "Released" you use "Completed". Don't forget to set the mappings in IMC_Default as well. Hope this helped anyone in my position.
could you be more specific about your last statement where you're talking about imc default stuff
@@hodophile2063 the IMC_Default is basically where you set up the controller inputs. Example: (if you were using an Xbox controller and wanted the "A" button to be the "start" button, this is where you would set that). It can be found in a folder in the content browser under VRTemplate/Input. Open this and you will see a bunch of mappings (IA_Move, IA_Turn, etc). Next to the word "Mappings" you will see a little plus and a trashcan. Click the plus to make a new mapping. It will have a main drop down (almost black and will have the name of the mapping like the others above it. You want to click that drop down and search for IA_Shoot_Left. After that, right next to that drop down to the left will be another little dropdown tab. Click that and you will see a little button that looks like a keyboard and yet another dropdown next to that as well as a trashcan icon. Click that drop down and look for Oculus Touch (L) Trigger. Repeat for the right controller as well (IA_Shoot_Right and Oculus Touch (R) Trigger). Then, at 20:46 of the video, simply use the new mapping instead (so instead of InputAction TriggerLeft it will be EnhancedInputAction IA_Shoot_Left and EnhancedInputAction IA_Shoot_Right. Hope this helped!!!
@@hodophile2063 In the content browser look for VRTemplate/Input and you will find IMC_Default. This is where you set up the mappings for controls. Open it and you will see a list of mappings (IA_Move, IA_Turn, etc). Next to the word mappings is a little plus icon. Click it to make a new mapping. In the new dropdown (it says 'none' currently), select IA_Shoot_Left. To the left of that is another dropdown that will show a little keyboard and yet another dropdown option. Click it and search for Oculus Touch (L) Trigger. Repeat process for the right trigger ( Oculus Touch (R) Trigger and IA_Shoot_Right). Hope this helped!
@@hodophile2063 I keep trying to but for some reason the comment keeps getting deleted... No idea why...
@@hodophile2063 In the content browser look for VRTemplate/Input and you will find IMC_Default. This is where you set up the mappings for controls. Open it and you will see a list of mappings (IA_Move, IA_Turn, etc). Next to the word mappings is a little plus icon. Click it to make a new mapping. In the new dropdown (it says 'none' currently), select IA_Shoot_Left. To the left of that is another dropdown that will show a little keyboard and yet another dropdown option. Click it and search for Oculus Touch (L) Trigger. Repeat process for the right trigger ( Oculus Touch (R) Trigger and IA_Shoot_Right). Hope this helped!
Thank you so much for this tutorial.... But, it's funny, there are no "Triggers" on my VRPawn's Event Graph. Where can I find it? I'm using UE51.1.
These are some QUALITY stuff, I highly appeciate you taking the time explaining all the parts of the tutorial! Great work, keep it up!!!
Grip animation to sockets - opening doors, grabing weapons etc
This is what i was looking for! Thank you man, keep up the good work. BTW. I'm the 1000sub, gratz :D
Beautiful tutorial. Thank you for the ever important why's of everything as well!
Thank you! This is exactly what I needed.
what a nice tutorial, the only problem is that they changed the VRPawn, there is no longer InputAction Trigger Left / Right. I'm so close to have a working menu. THX for this tutorial
Thanks for this! Could you make a tutorial for building a VR watch/menu?
Hi, I hope you read this, I'm struggling with the fact that my widget interaction beam doesn't seem to interact with the UI, it goes right through it. I'm using UE4.27, I'm just not sure what could be the cause of the malfunction since I'm very new to all this.
This was great :D Needed a sense of achievement today.
I notice you don't answer questions so this is probably pointless... but the text resolution is pretty bad on world space widgets, is there any way to improve that?
Great Tutorial. Can you do a tutorial that shows how to switch out the SimpleUI in the UIActor to another widget Blueprint. For example, we use SimpleUI for our MainMenu to start the game. When the game finishes we want ScoreUI to pop up instead to show the score.
Hey, thanks for these great tutorials :)
I have a request for a Tutorial (since you've asked for suggestions) ... i'm currently trying to replicate the white cursor circle thingy from the default unreal-VR-controller-Menu ... the "restart"-/"real life"-one you can control via right-controller-menuinteraction-trace & also the left thumbstick... but for in-world-widgets like you show here in the video.
My Problem is the complexity of this/Epics Default-Vr-Menu (for this usecase), because it includes a mass of blueprint code for controller-thumbstick-widget-interaction, left/right hand detection and stuff like "always face the player" ... which isn't needed at all for a widget that is just placed in the world.
I "assume" the solution for "just display the white-dot-cursor instead of the debug-dot-thingy" (from this tutorial here) isnt as complicated as i imagine it to be, but like i said, epics default-menu is riddled with additional functions, which makes it pretty hard for me to understand how the actual dot-cursor-function works / is designed within said blueprint.
Anyway, thanks again for your tutorials ... helped me a lot in the last couple of weeks.
PS: is it just me, or is it normal that the Controllers of the Oculus Rift (the very first one) have a horrible/unusable rotation offset when it comes to the widget-interaction-linetrace in the current openXR implementation for Unreal? The Linetrace literally shoots towards the sky if i hold the controller level to point at something ... had to make my own rotation-offset-fix-function, in order to use widget-interaction-linetraces without breaking my wrist while trying to point at something.
Can you show a video where clicking a button changes the color of a light?
Hey there, thanks for all the tutorials you've shared with the world. I have a question about Gaze-Based navigation. As I can see and as you've mentioned most interaction is made with handsets and triggers, while I just want to use gaze-direction to move around and teleport. I read that early UE4 versions had gaze-based navigation tools which UE 5 doesn't. Do you have any recommendations for me to use gaze as a pointer/trigger ? (i'm using UE 5) Thanks !
For some reason, when I click, only the text in the first button changes. Why is that? I used the VR Character from the previous lesson. Added only interaction widgets to controllers. I can walk, but when I press any button, I can't walk and other buttons are not pressed.
I need some help, I created a UI with exact same method but when i Click on a button all Input actions are blocked from the controllers. I even changed the motion controller blueprint to press and release correctly.
Bro, I'm trying to press the buttons in my menu, but is not working. The click with the mouse doesn't do anything. Hope you can help me.
Thanks.
Hi, excellent tutorial. Could you help me, please? I need to add a SliderBar that follows the player, I'm using the architecture/collab viewer template.
THIS IS AMAZING!
If I wanted a touch screen interface in VR (like maybe the character can pick up an iPad and interact with its touchscreen) would I use a Widget in an actor like that, or is there a way to use the widget as a material, for example so it's on the iPad mesh?
I followed this tutorial, and when I play the level, on my Index headset the menu shows up in the headset and it's extremely zoomed in, it's like my face is right up against the menu, instead of keeping me in the level and showing the menu in the level.
Hi i love the tutorials, i do have an issue A @20:22, i'm running UE5.3.1 and the hand motion controllers have had some Updates including the Event Graph so the L and R Trigger events no longer exists. any help to keep following this video would be greatly appreciated.
Thanks.
Did you find some way to fix this issue? If so, I'm interested! :)
hi have you found the solution?? I need to know too
sorry, i haven't yet, best bet is to install and run the version of UE that he uses in the vid, that's what i'll be doing, if you find a work around for the latest version please post it. thanks
Running 5.3.2 here... I did some tinkering and got it working. I tried to create my own mappings but it caused the VRPawn to not work. You have to use IA_Shoot_Left and IA_Shoot_Right in place of them in the VRPawn blueprint, and instead of using "Released" you use "Completed". They are mapped to the triggers already so that's probably why they didn't work when I tried to make my own.. Don't forget to set the mappings in IMC_Default as well. Hope this helped!
If you want to remove the pointer guide/debug in the next level how would you do this? level BP? Trying to work out how to only show the line during the opening main menu but not in-game.
This is a great tutorial, but a problem im having is I will export my project in Shipping but the Widget Interaction Component wont show up anymore in the game, it shows up perfectly fine in the editor but it wont show up in the packaged build i have, Im using Unreal Engine 4.27, can anyone help me with this issue?
Thanks bro✨💪
I need your help please. I add widget web browser with interaction on UE5.1 and It's work good 😊 but when I packaging my project I don't whatc the web page and so it's Not work. Please help me🤔💪
Hlo Sir
pls upload AR tutorial class using unreal engine
Hi. HP Motion Controller plugin and OpenXR and SteamVR plugins enabled, but UE 5.0.0 with HP Reverb G2 VR headset displays old Vive controllers in VR play mode and no steam vr overlay can run. Do you know why ?
So if I want to I can add this to open and close with the menu button and it would open relative to the player? Or that needs something more?
hey bro i have an issue after moving a project from 4.26 into 5.1. When i use the same widget and widget interaction as before i can suddenly only use the widget once and my player loses all controls, no movement and no buttons work. How can i fix this
How to show intreractive ui on pc screen while in vr mode plz help
can UI triger a presentation instead of text , if I press one button then static ppt or video can play
Want to know more about how to show and hide this UI with a button
Did you figure it out? yet i'm having trouble with this same thing
is it posible to delete the background menu?
My text doesn't show up when I go into preview. Any idea why?
8:23 Caught me off-guard lol
thanks u tutorial, I meet a promble. I followed your tutorial to change the controller. But after I click the button once I can't keep clicking it, I can't even teleport, and all the functions don't work anymore.
Did you find any fixes?? I am having that issue noww :(
Month later, Having the same problem any fix ?
@@Upri5e Hey Yes!
So On release just after you have the release pointerkey node you need to add "Set Input Mode Game Only". I guess when you click it sets the games input to be UI only? and the buttons stop working but idk
@@kaushikpaddy7467 Thanks alot for the response, yes i think the issue was in 5.1 once we point to the UI it was focusing on it, the way i fixed it is I made sure the widget and the buttons on it have focusable disabled.