Thank you for finding all of your stuff after the move. I went back over all of the tuts and saw that they are truly amazing. You have mastered the unreal engine blueprint system. You're cold blooded. You're at the top of my list. Thank you!!!
Hi Aiden, Thank you so much for the Tutorial. Do you have the update version of UE5 using VR template to do this? Because it looks quite different. Would possible to make the updated one? Thank you so much.
Hi Aiden thank you for a great tutorial, everything works fine except for one thing that you probably know the solution for, when i unselect the lock to hmd in my cine camera details panel and hit play in vr mode mi Vr camera jumps a when i move my head, when i select the lock to hmd and hit play it does not jump but the viewfinder plate playsback some kind of feed from the VR pawn camera do you know what might be causing that, has that happened to you? thank you and i hope you can help me
@@3d_Something Thankyou so much for all the amazing tutorials here. I'm so close setting up my own virtual camera inside VR. However I have experienced the exact same issue mentioned here. I've rebuilt this 3 times over and still can't avoid the wierd lag/jitter. I've noticed that if I turn off the render target, the slight "jump" mentioned is resolved. But then the viewfinder isn't linked to the camera anymore. I built this entirely in unreal 5.
Thank you very much..Well explained. I followed the same and setup with HTC VIVE .. I have a question: How can I move the camera without using a Headset (VR Preview)? I want to control the same camera using the controller on the viewport
Great Job, Thank you for sharing, i have some problem using the other usability functions with the Rift S (when i try changing lense with "self" method it doesnt work would you plz help
Hi, wonderful tutorial! I can't get the set focus setting to work. I can see the value changing in editor, but on the virtual camera viewfinder nothing changes, do you have an idea why?
@@3d_Something With the blueprint.With the camera settings itself it's working fine, and here is the part i don't understand: it seems to not work only in vr. So with a set focus settings mapped to the thumbstick axis in the blueprint, In the VR camera viewfinder,nothing changes,but if i disable auto possess on the vr pawn and set a view target with blend on the cinecamera itself and play it not in vr,to just view it on my screen,then its working fine, i can see the focus distance changing .(the focal length setting in the blueprint work as expected,it's only the set focus settings node that seems to not work in vr)
Hey I went back and found a workaround : so the set focus distance still doesn't work as it should in Vr , but if you use the "track actor" setting, and set it to a small cube parented to the vrCamera wish you can move with blueprint , then the focus is working as intended.then it's just a matter of hiding the cube . Kinda ugly workaround ,but it works , and I was able to also make an autofocus function.
Excellent video. I am trying this with a Valve Index on a 2080ti, but the performance is terrible and the tracking definitely off - motion sickness, af. I hope, this is just a minor problem that is easily fixed - the rest of your tutorial is 100% applicable. I am watching your other videos about the topic today.
@@3d_Something Thanks for your swift reply! fps_vr displays significant frame times and a huge load on the CPU. I am a big noob within UE4 and finding all the info necessary to counter this issue could take up months of studying. I am just trying to construct a vr_production_dummy of sorts to show a proof of concept to my professor. I am actually a 3D generalist. The concept of your video about vr_scouting is 80% of what I am planning for my master's degree, but unfortunately, I am not versed with any game engine. Thank you, for sharing your knowledge.
Excellent stuff. This might sound dumb, but how do you actually output/record video of the VR camera? I've been looking through a hundred tutorials without success. iphones have the option on the phone itself (unreal remote 2 app) but I've got android...
Fantastic tutorial. Maybe I am missing something because when i start the take recorder, I use the tracked camera for the recording, but when i stop the recording, i get an error message: Blueprint Runtime Error: "Accessed None trying to read property TrackedCamera". Blueprint: VR Function: Execute Ubergraph VR Graph: EventGraph Node: SetRelativeLocationAndRotation What could be? Thanks in advance
(Old post, but in case anyone else was wondering...) I think it probably doesn't matter. When you stop the recording, the tracked camera object probably gets destroyed. What's probably happening is that a tick of the VR Blueprint (see 13:44) is being executed between the tracked camera being destroyed and the object with the VR Blueprint getting destroyed. I think you could add a check (probably an Is Valid node) between the Tracked Camera node and the Root Component node in the VR Blueprint and only run the SetRelativeLocationAndRotation node if the Tracked Camera is valid.
Is it possible to run it in selected viewport and still use vrheadset? Or u have to have use the pr-preview launch? I want to be able to controll things from the editor as well. and be ab
But,. the camera is just moving around in a random uncontrolled fashion in front of you? Why is it moving like that? That would make people sick. Is this a troll or joke video?
Thank you for finding all of your stuff after the move. I went back over all of the tuts and saw that they are truly amazing. You have mastered the unreal engine blueprint system. You're cold blooded. You're at the top of my list. Thank you!!!
Hey dude! Great video! I'm excited to see all the new videos you just posted !
How can I record the stuff that i am seeing on my camera?
good job~!
This is a wonderful tutorial! Thank you so much for this!
Great tutorial man , thank you very much for sharing
Hi Aiden, Thank you so much for the Tutorial. Do you have the update version of UE5 using VR template to do this? Because it looks quite different. Would possible to make the updated one? Thank you so much.
will you show how to track a camera actor to controller without setting up the headset VR actor?
Dope bro when i get setup this week i might have to try this
I need something like this that works in other games
Hi Aiden thank you for a great tutorial, everything works fine except for one thing that you probably know the solution for, when i unselect the lock to hmd in my cine camera details panel and hit play in vr mode mi Vr camera jumps a when i move my head, when i select the lock to hmd and hit play it does not jump but the viewfinder plate playsback some kind of feed from the VR pawn camera do you know what might be causing that, has that happened to you? thank you and i hope you can help me
@@3d_Something Thankyou so much for all the amazing tutorials here. I'm so close setting up my own virtual camera inside VR. However I have experienced the exact same issue mentioned here. I've rebuilt this 3 times over and still can't avoid the wierd lag/jitter. I've noticed that if I turn off the render target, the slight "jump" mentioned is resolved. But then the viewfinder isn't linked to the camera anymore. I built this entirely in unreal 5.
Thank you 🙏
Thank you very much..Well explained. I followed the same and setup with HTC VIVE ..
I have a question: How can I move the camera without using a Headset (VR Preview)? I want to control the same camera using the controller on the viewport
Yes I did and its working! Thanks.. now I will go through your all related tutorials to learn more. Thanks a lot Aiden 🙏
youre the best!
Great Job, Thank you for sharing, i have some problem using the other usability functions with the Rift S (when i try changing lense with "self" method it doesnt work would you plz help
Hi, wonderful tutorial! I can't get the set focus setting to work. I can see the value changing in editor, but on the virtual camera viewfinder nothing changes, do you have an idea why?
@@3d_Something With the blueprint.With the camera settings itself it's working fine, and here is the part i don't understand: it seems to not work only in vr. So with a set focus settings mapped to the thumbstick axis in the blueprint, In the VR camera viewfinder,nothing changes,but if i disable auto possess on the vr pawn and set a view target with blend on the cinecamera itself and play it not in vr,to just view it on my screen,then its working fine, i can see the focus distance changing .(the focal length setting in the blueprint work as expected,it's only the set focus settings node that seems to not work in vr)
Hey I went back and found a workaround : so the set focus distance still doesn't work as it should in Vr , but if you use the "track actor" setting, and set it to a small cube parented to the vrCamera wish you can move with blueprint , then the focus is working as intended.then it's just a matter of hiding the cube . Kinda ugly workaround ,but it works , and I was able to also make an autofocus function.
Excellent video. I am trying this with a Valve Index on a 2080ti, but the performance is terrible and the tracking definitely off - motion sickness, af. I hope, this is just a minor problem that is easily fixed - the rest of your tutorial is 100% applicable. I am watching your other videos about the topic today.
@@3d_Something Thanks for your swift reply! fps_vr displays significant frame times and a huge load on the CPU. I am a big noob within UE4 and finding all the info necessary to counter this issue could take up months of studying. I am just trying to construct a vr_production_dummy of sorts to show a proof of concept to my professor. I am actually a 3D generalist. The concept of your video about vr_scouting is 80% of what I am planning for my master's degree, but unfortunately, I am not versed with any game engine. Thank you, for sharing your knowledge.
Excellent stuff. This might sound dumb, but how do you actually output/record video of the VR camera? I've been looking through a hundred tutorials without success. iphones have the option on the phone itself (unreal remote 2 app) but I've got android...
@@3d_Something Thanks man, I appreciate the reply and will check it out! Wish I could get a one day internship in person!
@@jonathanparlane1 Hey, I can't see the reply to your question, do you perhaps remember how did you solve it?
Fantastic tutorial. Maybe I am missing something because when i start the take recorder, I use the tracked camera for the recording, but when i stop the recording, i get an error message: Blueprint Runtime Error: "Accessed None trying to read property TrackedCamera". Blueprint: VR Function: Execute Ubergraph VR Graph: EventGraph Node: SetRelativeLocationAndRotation
What could be? Thanks in advance
(Old post, but in case anyone else was wondering...)
I think it probably doesn't matter. When you stop the recording, the tracked camera object probably gets destroyed. What's probably happening is that a tick of the VR Blueprint (see 13:44) is being executed between the tracked camera being destroyed and the object with the VR Blueprint getting destroyed.
I think you could add a check (probably an Is Valid node) between the Tracked Camera node and the Root Component node in the VR Blueprint and only run the SetRelativeLocationAndRotation node if the Tracked Camera is valid.
Is it possible to run it in selected viewport and still use vrheadset? Or u have to have use the pr-preview launch?
I want to be able to controll things from the editor as well. and be ab
Great tutorial by the way. And all you other ones as well, all of them.
You could however you can't edit a map when it's runing in game mode.
But,. the camera is just moving around in a random uncontrolled fashion in front of you? Why is it moving like that? That would make people sick. Is this a troll or joke video?