Creating a Locomotion VR Character - Unreal Engine 5
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- Опубликовано: 1 авг 2024
- With Unreal Engine 5 recently released in early access, I wanted to take the opportunity to make an improved version of the VR Pawn that comes with Unreal Engine 5's VR Template. This will be designed from a character as opposed to a pawn and aside from having the basic grab functionality, will also contain locomotion movement rather than teleportation.
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// CHAPTERS
00:00 Start
01:10 Project Setup
01:45 Create VR Character
05:08 Interface for Gripping
06:42 Create Grippable Actor
11:20 Player Gripping Setup
17:48 Locomotion Movement Setup
21:40 Add Actors to Scene
23:51 Test VR Character
26:48 End Наука
I don't know what I did wrong, I followed the tutorial exactly and the VRCharacter will not move. I can look around but no smooth moving, it just stands there.
As a long time game dev, vr dev, and game dev educator I would like to say this is great work.
Short, precise and straight to the point, lovely
I like how this is straight to the point and clearly shows what we need to do
As always great tutorial! Can't wait for next one
This is great. please make more ue5 vr videos. I know it's just a preview of ue5 but I'd love to see what issues there are in the process of making a basic replicated shooter template.
agree, the future by 5ue and its useful anough already
Great tutorial! Keep it coming. Subscribed!
OMG Thank you fort this. I cant seem to find another video out there that actually describes this process. Very useful information.
best vr ue tutorials by far! please do more love it!
Yes! Thanks for posting this tutorial😁
Great tutorial, thank you for this. I'm a beginner in unreal engine and I can easily follow along, but I don't really know why you are doing certain things. Maybe you could explain a bit more in future video's what you are working on and what it's going to do.
Mate, this is such a great tutorial. Working on a research project with Masters students for my university, so I'm unfortunately having to use Unreal Engine 4, but this tutorial still holds up. Big Applause.
Thank you dude this is what i was looking for
THANK YOU SO MUCH. ive been looking for a tutorial like this for ages and this helped alot ♥
clear explanation bro, keep it up, subscribed!
you are fantastic! amazing video, keep it up!
This is great stuff, ty!
just waht i needed THX pal
awesome tutorial! tysm
You’re a fkn legend bro, thank you
Awesome! Keep it up 👍
Excellent video!! Thanks!!!!!!!!!!
Great stuff, subbed
it's great thank you
For anyone running Unreal Engine 5.4, Axis and Action mappings are now deprecated. That means you just have to manually map in all the controllers instead of them being there yourself.
thx!!
My dude jus put me on game with this one. thank you, thank you!
in the three dots a side of compile button, you can select to save every time the compilation is successful. so every time you compile don't need to click on save button :v
I'm running into trouble when trying to pick up the object after I've already picked it up and dropped it once.
I can grab the object with either hand and it attaches to the motion controller, no problem. I can then drop the object with that same hand, no problem. But after I drop it, I cannot pick it up again with either hand. It's having trouble attaching to the motion controller at this point. I'm using UE5 EA2, could it possibly be an engine bug? Others have said they're having the same problem.
Great tutorial otherwise
EDIT: I solved it. I missed a crucial step at 7:34 that he didn't verbalize, and I must've not seen him set the Static Mesh as the root component of the Grippable Actor. I was trying to build and follow along at the same time, and missed him set the new root component. Good to go now!
it saved me the day thank you!
Excellent tutorial. I followed along and got it working perfectly. I couldn't get Unreal 5 working with my Rift S for some reason, but the tutorial works just great on Unreal 4. Please keep making this content :)
I have the same problem, did you figure it out? It doesnt move the character, maybe he doesnt accept the movement axis yet.
@@kevinvonbriel I haven't tried it again since. I'm using a Quest 2 now and looking to restart my U5 learning again soon.
@@VirtualSteven i found another Tutorial which helps me out. Just search for Half Life Alyx Movement, but didnt remember if it was a german tutorial
@@kevinvonbriel its the same here tried everything still doesnt work
Amazing and technical Video, i have a question, which part of blueprint i have to modify to do the locomotion with right controller instead of left controller?
Hi, thank you for this amazing tutorial. I am really really keen to know how do you use the right controller's thumbstick to get the up vector to achieve the movement of going upward as if you are taking off like an airplane? I tried to start with InputAxis MovementAxisRight_Y, then put down the get up vector and rest of the nodes are excatly the same, but it didn't work. Could you please explain in a reply? Thank you so much, great tutorials!!
great tutorial ! thanks, It worked! how can I adjust the speed of the locomotion? mine moves too fast, thanks again
Looks like axis and mapping actions are deprecated any chance to explain how to make it work with Enhanced input actions. thanks
Whenever I try connect the component in event grab to the Attach Actor To Component, it does not allow it and the output is red instead of blue! Great tutorial and thanks for the assistance
Thankyou for this mate great help.... but im confused as there was no part showing how to add Rotation? Only forward and back motion? Can anyone help?
Have you tried to use the Third person character and "VR enable" It? I am trying to toggle between 3rd person and VR mode. But keeping the same character
Thank you for the in-depth tutorial! You're a great teacher. It was a bit fast paced but luckily youtube has a .75 speed function :)
I think I followed very closely but the release isnt working on the grabbable static mesh. Although I am able to transfer from left and right controllers.
Also I am able to walk into some of the meshes, do you think its because we set the player capsule to 1.0?
Do you think also you could add a smooth rotation with an optional snap in the next tutorial?
I am trying to just setup my own UE5 VR Template or if you can create one on your Patreon Id be happy to join.
I joined your Patreon anyways :)
Hey Thanks! The reason the player is going into the meshes does have to do with the capsule, it is something I'm planning to address in a future video. Along with a number of other additions to the player, including smooth and snap rotation. I try to not make my tutorials too long, and I just thought all of this would be too much to cram into one video.
@@VRPlayground keep up the good work
Can this blueprint also be used for Unreal Engine 4? Having trouble making a movable vr player. Thank you for the help.
wanted to ask if one will be made for the enhanced input system.
Great Tutorial, I followed it and had everything working great however, when I brought the VRcharacterBP into a new level I drop to the ground as soon as I start the preview, is there any fix for this? would appreciate it greatly.
do you have an idea of how to make the Pawn move with the new Enhanced Input. It doesn't seem like the procedure you described works anymore now.
Your tutorials are awsome . wold you please give me an information that Is ue 4 /5 widget Web browser works in quest VR ? I am stuck on it .
is it still relevant now with the enhanced input action? I cant make in work in 5.2
Thanks but I hit the wall when I got to player gripping setup. I don’t have GrabLeft or GrabRight or anything from “input.” It may be because my project is the Third Person template instead of the Virtual Reality template. I’m hella mad lol
Tried to follow this using 5.1 and it did not work very well. Do you mind to create one in 5.1?
Thank you for the video, just a quick question. Does the VR Template have gripping already setup for the Oculus Quest 2? You say you're creating the interfaces to create different types of gripping with the controllers, but is there a default (in the input mapping) that should work right when you startup? (I ask because I followed your other tutorial on packing for the oculus, but the only control that works in my ue5.0.1 VR template by default is the right control teleport, none of the triggers)
Thank you very much for this awesome video with all the important little infos. Im sure it works with the correct HW, but unfortunately it doesnt work for me cause Im using the vive cosmos and i cannotget the button mapping to work. I do not have an ini file I can import to select in the Input section the correct buttons. I just have the usual teleport-motion but nether the grabing nor the continuous movement seem to work at all :...( , and the grabbing only works in demo-template but not with the own made graphs. I tried it again and again. It appears I have to whait until the new headsets become cheaper or i win in the lottery. I Cannot understand why HTC is punishing us for buying the Cosmos with lack of implementation in Unity and Unreal -.-
how would i would i simulate physics after the actor is dropped?
the fix is very simple this might be too late to answer but at the end of the release code on the object you have to add simulate physics and make sure that simulate is ticket
@@TheRealE. dont worry thanks for the reply, i figured it out in the end! :)
Does anyone know how to add a bigger collision volume so that the character can't go halfway through a wall?
heyo ! how do you snap turn with a character?
this works but how can you control the speed of the character?
I have downloaded the templates and feature packs for Unreal Engine 5, but when I try to set a custom display mesh and search for any of the controllers, nothing appears. Do you know how to fix this?
Lovely tutorial. Unfortunately there is a known bug (UE-19545) that prevents interfaces from appearing in the actor blueprints. Is there any work around?
Nevermind, you can find them on the event graph itself.
hey there, the grab part is working but when i release it I can't grab it again, what can i do to fix that? thankss
how to implement rotation in that?
My character seem to no move and I’m using unreal engine 4.27 and HTC Vive. I think it’s my axis mapping when it comes to moving. I choose Vive Trackpad X and Y for the left hand. Help if you can thank you.
How can I implement rotation using this method? I am stumped
Multiple overlapping actors on grip is going to break it - you should find the closest actor that is grippable and then attach that at the end, or at least break out of the foreach loop
How to enable the ability to use the hrab component with this character
Hey can you please do a tutorial on how to set up Android SDK for Unreal as ive tried everything and mine keeps erroring out saying SDK not set up
Hey there, I have a tutorial for 4.26 that should work for 5 as well, although I am thinking about creating a brand new tutorial for UE5 specifically. feel free to check the old version out here: ruclips.net/video/YKnjMC3OHLI/видео.html
What did you do with the static mesh?
Cannot get my character to turn or rotate just move. Any help would be awesome.
My character is moving in the motion controller direction, not in the thumbstick direction. Any idea? :/
How do you add hands
not sure if its just me but im having a problem where i can grab the object once then it wont move again
I have tried out your tutorial using oculus and while locomotion works, the grip system does not. I've followed your tutorial to a tee and I am not sure why it won't work. Did anyone else encounter this issue at all? Could it just be a bug in the engine and restarting might help?
Nevermind, I found my issue. Turns out that I goofed and forgot to plugin the grippable_instance when setting up the grab axis mappings in the VR Character
Something that happened to me was it all works fine and dandy but once I let go of the cube the first time I cannot pick it up again
Yep it's the same for me. Rewatched the video and ensured my entire setup is exactly identical to his, so this must be something to do with an engine change since the video was made. One thing I noticed is that his Release (Message) has an Input and Target node on the left side. Mine has Input, Target and Component. So clearly the node that's not functioning properly for us also has changed.
@@Xathian I had the same exact problem but I just solved it. At 7:34 he makes the static mesh his new root of the grippable actor. I missed this step when building along, but it fixed the problem.
Was this done through OpenXR or SteamVR? The template I think starts with OpenXR but you never specified what you're using.
why does this grabbing method only work for cubes? as soon as i change the mesh, even if i make a separate blueprint it no longer works. nothing happens at all
Do your meshes have the same event graph copy pasted on them?
7:17 For some reason for me I can only add an inherited interface, can someone help me?
Same
Do you really had to place your face in guide video? I literally can't see what's going on behind it
I tried following the video step by step and everything but the grab function is working. Not sure what I did wrong but I tested with prints I was able to verify that the object and the controller are both registering to each other, however I am also getting a readout that says it does and does not implement the interface at the same time. Does anyone have a clue what I did wrong?
Issue resolved, I deleted it and tried again for the 3rd time and it worked. not sure what I did differently, but glad that it works nonetheless.
this guide doesn't work with new "enhaced input mapping" stuff. Tried to make this work for 2 days. no success
Hi, I cant find the vivecontrolller mesh.... please help. 3:20
@@ProgNoizesBI have this problem also, but I see you have mentioned in a few comments that this guy doesn't exist outside of uploading a video. Shame really 🤷♂️
no clue what happend here haha but i have as result 2 flying balls 2 flying vive meshes and handshoes? no clue where those came from but locomotion didnt work
No turning? Why is smooth turning so difficult...
gonna leave a comment with a timestamp where I'm currently at so I can return later
8:46
Can we use lumen in vr?
No, from what I have found, and other I have spoken too, it seems no XR platforms support Lumen
it worked for me (with a bit of hacking around), but i had 1 frame per second at max. (with a 1050ti, a friend could reach 10 fps with his 3080)
I believe nanite is also unavailable for use in VR projects in the early access.
@@chromativerse That was what I was about to ask. Having seen performance increase it does on PC I was hoping we could get more complex scenes in VR as well.
Skip to 17:48 to learn how to add simple joystick locomotion.
Rest of tutorial is about creating a VR character that can grab objects.
For me, it just doesn't work.
Лучше использовать направление камеры. А почему я могу взять только один раз. Беру, отпускаю, и больше взять не могу. ( It is better to use the camera direction. And why I can only take it once. I take it, I let it go, and I can't take it anymore. (
U are very good, but i have noticed that you hardly reply to ur subscribers, i have been waiting for answers for quite some time, or do you only reply to ur patreons instead? hope u can understand, coz there are only limited VR tutorials for UE5+ on certain topics and you are one of the few expert who can help. if your policy doesn't give the privilege to normal subscribers questions to be answered, pls do let us know, so that serious devlopers have a clarity to join patreons. tks bro! cheers
I can't even start the game in v...
pls use RTX voice to get rid of the keyboard sounds :D
faster
You know your stuff, but you explain a lot and on the moment of the action you go too fast. Not a begginer page. but not many expets out there... just a tip
I little bit pointless using UE5 for VR when the main features that being nanite and lumen dont work.
Epic said that Nanite for VR is going to be supported in the final version of UE5. So if you're just beginning to learn the engine, you might as well start on most recent version and by the time you're advanced in both project and skills you'll get nanite.
honestly? either move the facecam so its not blocking stuff. Or turn it off. its unnecessary and just gets in the way. I'm not saying this to be mean, its feedback on making this a more user friendly tutorial.
hey thank you for this, but I Am facing an issue that my controller mesh are not on same position with camera my controllers are on top of my camera .how can I solve that?