Found a weird bug when testing this project out in UE5.5. When you are trying to make snap turn work. For some reason the "started" exec pin on the node will always return 0.0 for axis value. If you have this. The snap turn will not work correctly. Instead. Pull from triggerd, grab a do once node. Link that up to the snap turn function. Then use the completed pin to reset the do once. FIXED
@QuinnKuslich I finished the tutorial and it was an incredible feeling to have managed to finish it and have everything working correctly, thank you very much for what you are doing for the VR community, keep up the great work, and I look forward to the next tutorial Alyx. Hugs.
In case anyone can't get the mannequin or graphics to show up when teleport jumping, there's an easy step to miss. When you're in the VRPawn Event Graph working on the Input Action Move IA_Jump code, Quinn says you need to "bring out" the START TELEPORT TRACE node (it should be connected to the "STARTED" pin on the IA_Jump node). To do this, RIGHT CLICK the START TELEPORT TRACE node, and choose EXPAND NODE. After that, bring that code that has materialized over to the right to be worked on as in the video. When you're done, DO NOT forget to reconnect the EnhancedInputAction IA_Jump node (the first one at the beginning of this code snippet) from "STARTED" to the first "SET" node from the code you opened up. You need to do this because the original START TELEPORT TRACE destroys itself when you open it up, leaving the STARTED Pin unconnected. If you don't, nothing is telling it to start the trace, so no teleport graphics. Hope this helps someone!
Subscribed! I'm still working on getting through Unreal Sensei's beginner tutorial (for general UE5 knowledge), but I plan to delve into more of your videos once I'm done. Thanks for providing all this useful info for free, and I can't wait to see what else you cover over these next few months!
To anyone struggling with the snap turn teleporting you or being off center here is the solution: Go to The event graph, locate the "Input Action Turn - Snap Turn" and double click on "Snap Turn". Once there remove the connection between "Add Actor World Rotation" and "Set Actor Location". For anyone curious, I got it from GDXR's video "Setting Up Smooth Locomotion VR Using Unreal Engine 5.1+ Using The Enhanced Input System." Massive thanks to him and Quinn for creating these tutorials!
Can confirm that you need to put unique descriptions in any input actions you make (the IA_Move_Horizontal or IA_Move_Vertical stuff). My hands just stayed glued to the ground. Once i added unique descriptions to each of the input actions, I could finally move and control them.
51:46 Legit awkward silence as I saw you slowly working that out, I guess you did go to Art School... 😜 hah, sorry for the repeat piss-takes, Australian's have tall-poppy syndrome. This is a great tutorial, thanks for creating it, it's been a life saver. If it helps, you can also type into the box _150*2_ and it'll do the math for you, like Blender does.
I think in this video, I’m especially brain dead because I had to re-record a lot of it because my computer died in the middle of a 30 minute recording
Also Subscribed! Great and valuable video Quinn I very much enjoyed this tutorial and cant wait for more, only thing id like to add to this tutorial is an actual jump action by using one of the buttons to leap upwards.
It took me 2 hours of troubleshooting my Sprint Functionality code to figure out that I wired up the branched off "SET:Is staminacooldown?" node to the wrong "Set Max Walk Speed" node. I had it hooked up to the one that connects to the SPRINT speed instead of the one that connects to the Walk Speed. I got there in the end though! Fantastic video! My only complaint is you sometimes move too quickly and I end up having to rewind the video alot.
@@MrMontanaNights i’m glad that you made it to the end and everything worked for you. I’m still working on the speed of these tutorials. It’s insane that despite trying to move it a good pace. They’re still l two hours long. 😂
@@QuinnKuslich The speed isn't really THAT big a deal to me! You still earned a sub for sure so thank you for the video. I bet it's a real juggling act balancing video length with everything you need to get into it, but I say don't be afraid to break it down into multiple parts. It makes it easier to navigate and I've been told doing several 30 minute videos is better than a single, 2 hour+ video as far as the algorithm is concerned. Also, I do want to point out that the part that you edited in where you changed the "Feet Mesh" to "Default Scene Root" or whatever it was confusing. I missed it the first time. A short heads-up that "this is a post edit, I changed this to this" would help keep confusion down I think. Keep up the great work!
Great, thank you :P I'm gonna have a watch soon. And I agree on open source code. I've been using Godot recently so I often convert Unity and UE5 code. Same basic shader material code, like ripples in water, is written by Unity, and therefore protected by them (I ignore that).
very useful ... keep going ... please put some tutorials about character and advance damage on the character like physics and animation ... thanks a lot... 👍👍👍👍
Hi, thank you very much for your video, I learned a lot ^^. On the other hand, I have 2 problems, the first is that I have a problem with the height of my VRPawn because I am too low, and the second problem is when the snap turn can make me go through the map
@@QuinnKuslich I have seen the passages about this several times, but without success. However, I have good news and bad news. The good news is that if I am standing with the VR headset, the SnapTurn will work well, however, if I am sitting, I will automatically pass through the map, which is problematic. I also tried on a new template and the problem is the same.
@@QuinnKuslich I don't know. I checked and inserted the same values as in your video for the player's capsule height. I also noticed that if we do a snap turn near the wall, it pushes us into the ground
@@QuinnKuslich I tried to do something different and it works in my case. In the Snap Turn function, I removed the Set Actor Location. I used a Set Timer By Event at 0.02 seconds in Loop, in a Custom Event initialization with UpdateCapsulePositionAndRotation, to loop UpdateCapsuleHeight that I also modified a little, which also allows me to go under platforms low enough to hide. It's a bit complicated to explain in comments, so if you're interested, I can always send you a screenshot. In any case, thank you very much for your video because it helped me a lot to start and progress in VR ^^
Looks good, My plans are not to return to VR for a little while and hence I wondered if you would be bundling all your work into one purchasable project? e.g. finger collisions, physics hands, HL Alyx movement system... all in one.
@QuinnKuslich so I did dive in, in the end. The teleport has issues as cuurrently setup. If you are trying to teleport into or out of a non-navigable area, all the fx and the walking feet are actually spawning at or defaulting to vector (0,0,0). It seems a navigation check is needed from the start, either spawning/destroying, or toggling visibility, when not navigable. Note you get different issues between trying to teleport into or out of non-navigable areas.
Hi Quinn, was wondering if you would ever do a video for 3d modeling for VR. I've started 3d modeling more for my template, but most tutorials I see don't help that much, many use subdivision modifiers and then never create a low poly version and some that do create low poly are "first person low poly (>10k tris)". For hard surface and VR I just dont know what a proper workflow should be, whether its blockout, high poly, then bake to low poly, or to just model everything with the intention of creating a low poly model. For context Ive been trying to create gun models.
@@constantanxietygames I could probably do something like that perhaps we could go over some assets from different VR games for some sort of best practice video
@@constantanxietygames well it’s a few things, you need to learn how to create a low poly, the main issue with me making a tutorial is I would make it in Maya, since that’s what I use professionally. I am actively learning blender but I have nowhere near the expertise I do in Maya.
@@QuinnKuslich Ive used both Maya and Blender so I can pretty easily relate the two, but as far as views are concerned I know alot of people would get lost in Maya.
I'm using a 5.4.4 default VR template but from the Oculus Unreal fork. Been through the tutorial twice but I cannot get this to function. Teleport arc+animation work but as soon as you release the thumbstick (same for starting smooth locomotion), the character falls through the floor, detaches and then is left floating at the plater start with no hands present. Unreal is so frustrating!
Please do a video on how to make vr enemies like the ones in bonelabs and Alex that rag doll when killed and you can mess around with their rag doll physics for example if an enemy is fighting me on a ledge I can grab their lag and pull them off because of the physics
I think you are a great person. I just want to give you an FYI. Since you are a VR expert. It seems like you are limiting your scope to pcvr. Because of that you are missing a huhe portion of the market. I would advise you to look at VR standalone and what is becoming the standard of the future. Even though I agree with joystick movement. VR physics movement is probably going to be the future. There is a huge list of reasons for this. But don't want to argue. Just giving some advice based on what I have seen from meta connect successful projects. I will do my due diligence and look more into your videos because maybe I am misinterpreting what you are about. Sorry if I offend you. I think is great to have someone who wants to help others in unreal VR projects
Thank you for the video Quinn its greatly appreciated. I have one question, at the video time of 10:17 you applied a dead zone to the input action IA_Jump and when I do this exactly like you do and try to save it, it says there cannot be a null input modifier on an input action. Just wondering if I'm missing something here?
@@QuinnKuslich on the next part after you create the B_Input_modifier_XAxisNegativeOnly , you go back into the IA_Jump and that's when I added the dead zone along with the input modifier and it allowed me to save. Thank you for the super speedy response I truly appreciate it.
@@melikbyrd4193 hey man, I’m really glad that you got it working. The whole goal of this tutorials to get everyone thumbstick locomotion and teach them how to make themselves
Quinn, if you are reading this, how would you go about creating crouching? From what little I could find you can track the Z position of the HMD and change the capsules height around that, but I'm just figuring out blueprints and there isn't much info online.
@hydr0man356 make an input event for crouch, and then in the event to add a bool for the Crouch event, when it’s true override, the set capsule height, with your preferred crouch height, using the set half height on the character component. That should work, but it’s also just randomly how I would do it off the top of my head. You might have to debug a bit, but try that.
How did you fix the position of the teleport. I still have the big plane and the character and when I teleport then I go to the point where the corner of the plane is.
Fix I found: In End Teleport function cut out the JumpRef and Destroy Actor nodes. Move them into Try Teleport at the end. Change the Dest Location of the Teleport node to the world location of the JumpRef.
Hi! The tutorial was really great and useful, thanks for doing it! If you'll let me, I have a question, even though I followed exactly what you did and watched the video three times and rechecked my code. For some reason, the height is not right, I'm short, and if I crouch or bend down, the ground comes closer to me. Any idea why?
@@QuinnKuslich That seems to be it, I was using 5.5 and they updated the pistol mesh now the projectile spawns in the muzzle. Not good enough at Unreal to figure it out myself. I tried updating the projectile mesh and collision to ignore the pistol completely but still no luck. For now reverting back to 5.4
@ I’m actually also having a ton of issues with 5.5 right now, if I make a new pawn, I can’t get inputs to fire inside of it. Which absolutely stinks because I want to do some mega light testing in UE. Let me know if rolling back to 5.4 fixes it. I’ll look into solving that collision issue on my end.
I had the same issue occur as soon as the InteractableObject channel was created, something about that whole workaround seems faulty to me, considering the number of default channels already available (at least for me in 5.5). Surely the pawn capsule collision settings can be setup properly within the existing collision framework?
So this is a weird one, perhaps on me I don't know, I have now done your collision part twice and I still spass out the block and the gun when walking over it. Not sure what I am doing wrong here. Also I noticed when picking up the gun and moving backwards I sprint really fast (or it's colliding with me without me realizing). Any tips on what I can do for the collision issue I still have? UPDATE: I picked up the gun again and definitely the movement is wonky, almost feels inverted on the left stick but still causing weird movements.
@@QuinnKuslich managed to resolve my issue, 3rd time's the charm :) , silly question I downloaded a the free maps from the epic store today but when I import the map to lets say the VR starter template and open the map it feels like the map is not supported in VR, I am very new it might be a dumb question but how would I add my VR player into any random map taken from the unreal store? Thanks for you videos so far, I subbed and looking forward to what comes next.
I just started watch it but that acusation is crazy hahaha. I mean... We're programmers, we didn't create anything purely, we basically replecate the knowllodge that people before us created.
@@matheussantana4728 yeah no the more time passes since that happened the more angry I am about it. But I feel like it’s handled and I haven’t heard anything from them since this video was posted so I’m assuming it’s fine that being said I hope it doesn’t happen again in the future.
@@QuinnKuslich I know that problably got you really mad, but please don't mind with that. Your work is really great! Just finished the video. Thanks for it!
@@matheussantana4728 hey I really appreciate it, and I’m not super mad about it, it just kind of bothers me a bit because now I have to be really careful what resources I use which makes my job a lot harder, I am taking an open source mindset to all of the code that I put on RUclips. If I’m going to post it as a tutorial. I should have no problem with other people using and selling it and that’s just the community I want to build.
@@QuinnKuslich I believe in that too. Have you ever thought about creating a Discord server for you? It might be a safer place to interact and to everyone helps each other
@@QuinnKuslich No they mean the hand physics. I believe. Where they cant bump into objects. there's quite a few devs who teach it from the vr pawn. but no devs to teach you how to do it with a VR Character class.
I may be blind and deaf, but when did we make a ThumbstickLocomotion category? I only have Default and Character. Ive watched this twice and dont know where that came from lol
@@QuinnKuslich Yeah sure! 25:15 reference the camera offset category. It might be because Im adding this to an existing project, but I wanted to make sure it wont break the pipeline if I get further into the video. All the items showing in your ThumbsitckLocomotion category are currently in my default
@ OK so when you make a new variable, there will be a little category section on the details panel. All you need to do is type in the name of the category that you want to put it into. So for me, it’s thumbstick locomotion.
@@DECKSER1 what hardware are you running? And what version of Unreal engine are you ?There shouldn’t be anything in this tut that’s crashing your project.
@@QuinnKuslich I'm on 5.4.4 and my pc has 1070 ti, i5-8400, 16gb, SSD. It might have crashed because I had steam vr and oculus client open at the same time. My engine crashing was the final straw since I couldn't find the 'add movement input' at 33:05. I don't have much experience with coding so idk what I'm doing, I just wanted to walk around my world in vr.
@@DECKSER1 hey man, unreal development is really frustrating sometimes and VR adds a whole new annoying layer on top of it. Keep going. We all start somewhere and I’m sure you can create something awesome if you stick to it. Let me know if you keep having problems and we can try and solve it here in the comments.
@@DECKSER1 did you make sure to set the pond to a character class so that you have the movement component in? The add movement input comes directly from the character movement component, which you need to set in the default settings of the VR pawn
Found a weird bug when testing this project out in UE5.5. When you are trying to make snap turn work. For some reason the "started" exec pin on the node will always return 0.0 for axis value. If you have this. The snap turn will not work correctly. Instead. Pull from triggerd, grab a do once node. Link that up to the snap turn function. Then use the completed pin to reset the do once. FIXED
This video definitely deserves a thank you … love your approach, attitude and focus
Thank you so much!!!
@QuinnKuslich I finished the tutorial and it was an incredible feeling to have managed to finish it and have everything working correctly, thank you very much for what you are doing for the VR community, keep up the great work, and I look forward to the next tutorial Alyx. Hugs.
In case anyone can't get the mannequin or graphics to show up when teleport jumping, there's an easy step to miss. When you're in the VRPawn Event Graph working on the Input Action Move IA_Jump code, Quinn says you need to "bring out" the START TELEPORT TRACE node (it should be connected to the "STARTED" pin on the IA_Jump node). To do this, RIGHT CLICK the START TELEPORT TRACE node, and choose EXPAND NODE. After that, bring that code that has materialized over to the right to be worked on as in the video. When you're done, DO NOT forget to reconnect the EnhancedInputAction IA_Jump node (the first one at the beginning of this code snippet) from "STARTED" to the first "SET" node from the code you opened up. You need to do this because the original START TELEPORT TRACE destroys itself when you open it up, leaving the STARTED Pin unconnected. If you don't, nothing is telling it to start the trace, so no teleport graphics. Hope this helps someone!
Subscribed! I'm still working on getting through Unreal Sensei's beginner tutorial (for general UE5 knowledge), but I plan to delve into more of your videos once I'm done. Thanks for providing all this useful info for free, and I can't wait to see what else you cover over these next few months!
Thanks!
You bet! Thank you for the support!!
To anyone struggling with the snap turn teleporting you or being off center here is the solution: Go to The event graph, locate the "Input Action Turn - Snap Turn" and double click on "Snap Turn". Once there remove the connection between "Add Actor World Rotation" and "Set Actor Location". For anyone curious, I got it from GDXR's video "Setting Up Smooth Locomotion VR Using Unreal Engine 5.1+ Using The Enhanced Input System." Massive thanks to him and Quinn for creating these tutorials!
Thank you! I look forward to any future VR knowledge you have to share with us. Subscribed 👍
Awesome, thank you!
Can confirm that you need to put unique descriptions in any input actions you make (the IA_Move_Horizontal or IA_Move_Vertical stuff). My hands just stayed glued to the ground. Once i added unique descriptions to each of the input actions, I could finally move and control them.
That's how you do it!!! Nice work!
I try
You are a legend, I might actually follow my childhood dreams now.
Уеееееssssss!!!! You are the best!!!! More videos !!!! More half-life mechanics!!!!!!
Love your vids. Keep it up. Just got my Q3 2 days ago.
Thanks! Will do!
Good stuff! thanks for making these videos. you're doing a great public service
51:46 Legit awkward silence as I saw you slowly working that out, I guess you did go to Art School... 😜 hah, sorry for the repeat piss-takes, Australian's have tall-poppy syndrome. This is a great tutorial, thanks for creating it, it's been a life saver. If it helps, you can also type into the box _150*2_ and it'll do the math for you, like Blender does.
I think in this video, I’m especially brain dead because I had to re-record a lot of it because my computer died in the middle of a 30 minute recording
Also Subscribed! Great and valuable video Quinn I very much enjoyed this tutorial and cant wait for more, only thing id like to add to this tutorial is an actual jump action by using one of the buttons to leap upwards.
You can actually add that pretty easily, just replace the teleport jump code with one node from the character movement component “add jump input”
It took me 2 hours of troubleshooting my Sprint Functionality code to figure out that I wired up the branched off "SET:Is staminacooldown?" node to the wrong "Set Max Walk Speed" node. I had it hooked up to the one that connects to the SPRINT speed instead of the one that connects to the Walk Speed. I got there in the end though! Fantastic video! My only complaint is you sometimes move too quickly and I end up having to rewind the video alot.
@@MrMontanaNights i’m glad that you made it to the end and everything worked for you. I’m still working on the speed of these tutorials. It’s insane that despite trying to move it a good pace. They’re still l two hours long. 😂
@@QuinnKuslich The speed isn't really THAT big a deal to me! You still earned a sub for sure so thank you for the video. I bet it's a real juggling act balancing video length with everything you need to get into it, but I say don't be afraid to break it down into multiple parts. It makes it easier to navigate and I've been told doing several 30 minute videos is better than a single, 2 hour+ video as far as the algorithm is concerned. Also, I do want to point out that the part that you edited in where you changed the "Feet Mesh" to "Default Scene Root" or whatever it was confusing. I missed it the first time. A short heads-up that "this is a post edit, I changed this to this" would help keep confusion down I think. Keep up the great work!
@@MrMontanaNights thank you!!! I’ll keep that in mind as well
Great, thank you :P I'm gonna have a watch soon. And I agree on open source code. I've been using Godot recently so I often convert Unity and UE5 code. Same basic shader material code, like ripples in water, is written by Unity, and therefore protected by them (I ignore that).
@@robinj6997 glad you agree, I’m feeling my take on this may be slightly controversial but our community is too small and niche to gate keep code
yea, everyone is standing on the shoulders from previous programmers. If everyone would copyright code, we would get nowhere.
@@robinj6997 exactly
very useful ... keep going ... please put some tutorials about character and advance damage on the character like physics and animation ... thanks a lot...
👍👍👍👍
Very well done Quinn, thank you for the Tuto. Any idea of the "Alyx" grabForce sytem?
@@G2G-VR-Games I’ll probably start working on that after I finish guns and physics script
I made a tutorial like this, but the height of the player was wrong. You just couldn't reach down to the floor. Maybe this can solve it.
If anyone get problem in 5.5 (constant rotation turn) add element 'pressed' into Triggers segment 13:11, cheers!
Subscribed, looking forward to more!
this is awesome
58:24 "And I went to art school" followed by a heavy sigh hit home for me lol.
Dude, I didn’t even realize that was in the video, that’s gold
Hi, thank you very much for your video, I learned a lot ^^. On the other hand, I have 2 problems, the first is that I have a problem with the height of my VRPawn because I am too low, and the second problem is when the snap turn can make me go through the map
@@LyriaTempest that shouldn’t be happening double check your code is correct at the “adding code to vr pawn section
@@QuinnKuslich I have seen the passages about this several times, but without success. However, I have good news and bad news. The good news is that if I am standing with the VR headset, the SnapTurn will work well, however, if I am sitting, I will automatically pass through the map, which is problematic. I also tried on a new template and the problem is the same.
@@LyriaTempest it’s gotta be something with player height
@@QuinnKuslich I don't know. I checked and inserted the same values as in your video for the player's capsule height. I also noticed that if we do a snap turn near the wall, it pushes us into the ground
@@QuinnKuslich I tried to do something different and it works in my case. In the Snap Turn function, I removed the Set Actor Location. I used a Set Timer By Event at 0.02 seconds in Loop, in a Custom Event initialization with UpdateCapsulePositionAndRotation, to loop UpdateCapsuleHeight that I also modified a little, which also allows me to go under platforms low enough to hide. It's a bit complicated to explain in comments, so if you're interested, I can always send you a screenshot. In any case, thank you very much for your video because it helped me a lot to start and progress in VR ^^
4:56 wreak*, not wreck
Lol Minnesotan Slip. We say words weird where I am from
Looks good, My plans are not to return to VR for a little while and hence I wondered if you would be bundling all your work into one purchasable project? e.g. finger collisions, physics hands, HL Alyx movement system... all in one.
@@philt7646 yep at the end it will be bundled into one large template
@QuinnKuslich so I did dive in, in the end. The teleport has issues as cuurrently setup. If you are trying to teleport into or out of a non-navigable area, all the fx and the walking feet are actually spawning at or defaulting to vector (0,0,0). It seems a navigation check is needed from the start, either spawning/destroying, or toggling visibility, when not navigable. Note you get different issues between trying to teleport into or out of non-navigable areas.
Good job, thank you.
"And I went to art school" had me laughing for 5 min straight
Hi Quinn, was wondering if you would ever do a video for 3d modeling for VR. I've started 3d modeling more for my template, but most tutorials I see don't help that much, many use subdivision modifiers and then never create a low poly version and some that do create low poly are "first person low poly (>10k tris)". For hard surface and VR I just dont know what a proper workflow should be, whether its blockout, high poly, then bake to low poly, or to just model everything with the intention of creating a low poly model. For context Ive been trying to create gun models.
@@constantanxietygames I could probably do something like that perhaps we could go over some assets from different VR games for some sort of best practice video
@@constantanxietygames are you using blender or Maya to create these assets
@@QuinnKuslich I pretty much only use blender now, I think my biggest issue is I need to go back and really focus on hard surface topology
@@constantanxietygames well it’s a few things, you need to learn how to create a low poly, the main issue with me making a tutorial is I would make it in Maya, since that’s what I use professionally. I am actively learning blender but I have nowhere near the expertise I do in Maya.
@@QuinnKuslich Ive used both Maya and Blender so I can pretty easily relate the two, but as far as views are concerned I know alot of people would get lost in Maya.
How about full body ik next?
That would be amazing
Hello! Do you have any ideas on how to make movement using, for example, hand gestures, without using controllers? Thanks
I'm using a 5.4.4 default VR template but from the Oculus Unreal fork. Been through the tutorial twice but I cannot get this to function. Teleport arc+animation work but as soon as you release the thumbstick (same for starting smooth locomotion), the character falls through the floor, detaches and then is left floating at the plater start with no hands present. Unreal is so frustrating!
Please do a video on how to make vr enemies like the ones in bonelabs and Alex that rag doll when killed and you can mess around with their rag doll physics for example if an enemy is fighting me on a ledge I can grab their lag and pull them off because of the physics
Any chance you can do a tutorial on smooth locomotion with crouching and jumping? Similar to Bethesdas vr games?
I think you are a great person. I just want to give you an FYI. Since you are a VR expert. It seems like you are limiting your scope to pcvr. Because of that you are missing a huhe portion of the market.
I would advise you to look at VR standalone and what is becoming the standard of the future. Even though I agree with joystick movement. VR physics movement is probably going to be the future. There is a huge list of reasons for this. But don't want to argue. Just giving some advice based on what I have seen from meta connect successful projects.
I will do my due diligence and look more into your videos because maybe I am misinterpreting what you are about. Sorry if I offend you. I think is great to have someone who wants to help others in unreal VR projects
Thank you for the video Quinn its greatly appreciated. I have one question, at the video time of 10:17 you applied a dead zone to the input action IA_Jump and when I do this exactly like you do and try to save it, it says there cannot be a null input modifier on an input action. Just wondering if I'm missing something here?
Type something into the description and then try again
@@QuinnKuslich on the next part after you create the B_Input_modifier_XAxisNegativeOnly , you go back into the IA_Jump and that's when I added the dead zone along with the input modifier and it allowed me to save. Thank you for the super speedy response I truly appreciate it.
@@melikbyrd4193 hey man, I’m really glad that you got it working. The whole goal of this tutorials to get everyone thumbstick locomotion and teach them how to make themselves
Quinn, if you are reading this, how would you go about creating crouching? From what little I could find you can track the Z position of the HMD and change the capsules height around that, but I'm just figuring out blueprints and there isn't much info online.
@hydr0man356 make an input event for crouch, and then in the event to add a bool for the Crouch event, when it’s true override, the set capsule height, with your preferred crouch height, using the set half height on the character component. That should work, but it’s also just randomly how I would do it off the top of my head. You might have to debug a bit, but try that.
@QuinnKuslich Thank you for the quick response. I'll try it right away :)
How did you fix the position of the teleport. I still have the big plane and the character and when I teleport then I go to the point where the corner of the plane is.
Fix I found:
In End Teleport function cut out the JumpRef and Destroy Actor nodes. Move them into Try Teleport at the end. Change the Dest Location of the Teleport node to the world location of the JumpRef.
Hi! The tutorial was really great and useful, thanks for doing it! If you'll let me, I have a question, even though I followed exactly what you did and watched the video three times and rechecked my code. For some reason, the height is not right, I'm short, and if I crouch or bend down, the ground comes closer to me. Any idea why?
@@erikowertz7173 hmmm check the capsule half hight and change it
@@QuinnKuslich I did check it, the default value is 88. And then I checked the codes accordint to set the height, but everything seems fine.
@@erikowertz7173 maybe just dip it down a bit and see if that helps
I've rewatched interactable object the section so many times, my pistol projectile is getting stuck at the muzzle and I can't fix it
It is likely hitting the pistol itself
@@QuinnKuslich That seems to be it, I was using 5.5 and they updated the pistol mesh now the projectile spawns in the muzzle. Not good enough at Unreal to figure it out myself. I tried updating the projectile mesh and collision to ignore the pistol completely but still no luck. For now reverting back to 5.4
@ I’m actually also having a ton of issues with 5.5 right now, if I make a new pawn, I can’t get inputs to fire inside of it. Which absolutely stinks because I want to do some mega light testing in UE. Let me know if rolling back to 5.4 fixes it. I’ll look into solving that collision issue on my end.
I had the same issue occur as soon as the InteractableObject channel was created, something about that whole workaround seems faulty to me, considering the number of default channels already available (at least for me in 5.5). Surely the pawn capsule collision settings can be setup properly within the existing collision framework?
So this is a weird one, perhaps on me I don't know, I have now done your collision part twice and I still spass out the block and the gun when walking over it. Not sure what I am doing wrong here. Also I noticed when picking up the gun and moving backwards I sprint really fast (or it's colliding with me without me realizing). Any tips on what I can do for the collision issue I still have? UPDATE: I picked up the gun again and definitely the movement is wonky, almost feels inverted on the left stick but still causing weird movements.
@@ShodanZAR you toggle the object on the collision channel that you created, inside of the blueprint for your gun
@@QuinnKuslich managed to resolve my issue, 3rd time's the charm :) , silly question I downloaded a the free maps from the epic store today but when I import the map to lets say the VR starter template and open the map it feels like the map is not supported in VR, I am very new it might be a dumb question but how would I add my VR player into any random map taken from the unreal store? Thanks for you videos so far, I subbed and looking forward to what comes next.
@@ShodanZAR they are not really built for VR, and need to be optimized.
You good :3
I just started watch it but that acusation is crazy hahaha. I mean... We're programmers, we didn't create anything purely, we basically replecate the knowllodge that people before us created.
@@matheussantana4728 yeah no the more time passes since that happened the more angry I am about it. But I feel like it’s handled and I haven’t heard anything from them since this video was posted so I’m assuming it’s fine that being said I hope it doesn’t happen again in the future.
@@QuinnKuslich I know that problably got you really mad, but please don't mind with that. Your work is really great! Just finished the video. Thanks for it!
@@matheussantana4728 hey I really appreciate it, and I’m not super mad about it, it just kind of bothers me a bit because now I have to be really careful what resources I use which makes my job a lot harder, I am taking an open source mindset to all of the code that I put on RUclips. If I’m going to post it as a tutorial. I should have no problem with other people using and selling it and that’s just the community I want to build.
@@QuinnKuslich I believe in that too. Have you ever thought about creating a Discord server for you? It might be a safer place to interact and to everyone helps each other
@@matheussantana4728 I’m actually working on one right now!
Hi, is it possible for you to recreate Half Life Alyx Hand physique ?
@@G.picxel you mean the model?
@@QuinnKuslich No they mean the hand physics. I believe. Where they cant bump into objects. there's quite a few devs who teach it from the vr pawn. but no devs to teach you how to do it with a VR Character class.
@@MidnightVampiro the VR character class is just the same as the VR pawn. It is possible Replicate half-life Alex ‘s system in setup
But performance will be different
@@QuinnKuslich no i meaned the collision, a lot of person researching that
I may be blind and deaf, but when did we make a ThumbstickLocomotion category? I only have Default and Character. Ive watched this twice and dont know where that came from lol
@@U_Lambda can you drop a time code for me?
@@QuinnKuslich Yeah sure! 25:15 reference the camera offset category. It might be because Im adding this to an existing project, but I wanted to make sure it wont break the pipeline if I get further into the video. All the items showing in your ThumbsitckLocomotion category are currently in my default
@ OK so when you make a new variable, there will be a little category section on the details panel. All you need to do is type in the name of the category that you want to put it into. So for me, it’s thumbstick locomotion.
@@QuinnKuslich Awesome thank you! Made it to the end and everything works great. Really appreciate the video!
@ haha thanks, your username and icon are sick btw
I spent 4 hours trying to do this and my engine crashed. I will never watch UE tutorials again.
@@DECKSER1 what hardware are you running? And what version of Unreal engine are you ?There shouldn’t be anything in this tut that’s crashing your project.
@@QuinnKuslich I'm on 5.4.4 and my pc has 1070 ti, i5-8400, 16gb, SSD. It might have crashed because I had steam vr and oculus client open at the same time. My engine crashing was the final straw since I couldn't find the 'add movement input' at 33:05. I don't have much experience with coding so idk what I'm doing, I just wanted to walk around my world in vr.
@@DECKSER1 hey man, unreal development is really frustrating sometimes and VR adds a whole new annoying layer on top of it. Keep going. We all start somewhere and I’m sure you can create something awesome if you stick to it. Let me know if you keep having problems and we can try and solve it here in the comments.
@@QuinnKuslich Thanks man, I'm wondering how you got the 'add movement input' at 33:05 since it doesn't show up for me.
@@DECKSER1 did you make sure to set the pond to a character class so that you have the movement component in? The add movement input comes directly from the character movement component, which you need to set in the default settings of the VR pawn
Yes it works perfectly with UE5.4 and UE 5.5 I made a video to show it thanks again.
ruclips.net/video/nJZ08iJF4rs/видео.html 😄