Great video for extreme beginners, which is great because we need fresh blood in the cryptic vr dev space. For beginners watching: don't forget to disassemble these starter projects and follow the logic. Recreating the VR template from scratch is an incredibly useful exercise, and you dont need a tutorial to walk you through it, everything is there on the VR template for you to see. I remade the grab component maybe 4 or 5 times over the course of a few months when I was starting out. Dont get stuck on it, always keep pushing yourself to more challenging things, but if youre new and starting out, consider opening up a blank project side by side with the VR template, and see if you cant figure out how to recreate the functionality!
hey another vr dev in michigan! :D Just picked up a quest 3 and im a developer as my full time job, just getting started with vr game development myself. This is a great starting point for me. I appreciate it man!
I've been making games in Unreal for 3 years but never touched VR. I'm hoping everything I've learned translates well, I didn't realize how robust the VR template is. Super nice starting point, I look forward to dissecting it more
I've been interested in VR development for some time now, especially with the increasing popularity of VR games. This is good for some like me and I'll keep checking your new tutorials
the Greatest video for a beginner like me, Although I have dipped my feet for a few days in UE5 VR, the explaination of the content Drawer is definitely the highlight
Hello Quinn, this tutorial was the best i've seen in my month long pursuit of gaming tools that could be used to create immersive 3D art. I am a visual artist that is looking for a tutorial on creating custom objects from scratch in the engine as well as transforming 2D art into 3D interactive objects. I hope that atleast one of my goals resonates with you, and as a new subscriber I look forward to seeing future content.
If you looking for video ideas I can suggest( and request) a good updated VR Door and handle tutorial. I remember for 1 year now been searching yt and there are the same 2,3 really old tutorials there for making a Door in VR. ✌
Great! Thanks for the video! I working on full interactive gun implementation and would be cool to see you version too and learn something! And AC NEXUS locomotion is interesting too!
great tutorial! I'm really new to VR in ue and the one thing I noticed the most is that lights straight out from the vr template are really looking bad, at least in my experience. I tried to add a glossy tunnel in a level and the lights are really not realistic at all. Would love some tutorials on how to improve this aspect of vr games!
Imma be watching this channel! I've been playing with UE + VR since Unreal 4 but I still have so much to learn. I would especially love a video about methods for "iterative" development -- like easy ways to quickly test a user interaction and tweak values until you like them. I find it very cumbersome to do this by switching in and out of VR all the time, with all the instability/crashes/disconnections that come with that lol
@@manonthedollar you know, I’ve honestly been meaning to find a solution for this. And I always thought that you had to develop in headset, but I just watched a talk by a dev at Servios (Really prominent game for VR) and he went over how to emulate VR. So as soon as I figured out myself, I was planning on implementing that in tutorial.
Hi Quinn. I've spent the last 1.5 years learning UE and building some architecture. I've been able to use the Quest link for my projects, but have yet to successfully build the levels and load onto the Quest 3 and play in standalone mode. That is my next big hurdle so I personally would love to see how to do that with my project. My very first question is, which Android platform do I choose in Build? Choices are ASTC, DXT, ETC2, and Multi. I've tried ASTC and get the fatal error message of "OBB may have exceeded 2 GiB limit". I'd love to know at least which Android choice to make. Thanks!
You explain things so well. Thanks for your patiance to explain this step by step. I'm subscribing to your channel to keep learn about VR with you! But i also would like to ask if you could recomend any book about VR in Unreal, that would be nice!
Thanks for subscribing. I’m happy to have you, as for VR development books. I’d have to look into it. I haven’t read any since I first started, and those are all for unreal engine four so they would probably be outdated.
@@QuinnKuslich I see! Would you recomend any writed source to Study? Even the forums or articles from the engine. I'm kinda new to Unreal, sorry if i'm bothering you. Thanks again for your content!
Hey seen some of your videos would u do a full body vr character and do a long video on how and different ways u can make a fully body character u should have a few ways to achieve this seeing as u have claimed to be a unreal professional this is a big title and no disrespect at all I love to see other people in the VR community much love bother and hope to hear back from u . Ps the full-body vr character video can be as much mins or hours as u want i would love to see that content byw can u do it only in visual coding as well it add a bit more of a easy professional slack way of doing different implementation
Excellent video. Sorry for the question, but when I walk (around the house, without touching the controller) it actually moves the Camera Component, can you actually move the VR_Player? Thank you
Perhaps you could help me out by answering a few questions. First, I'm trying to develop a game for Quest3 on UE5. I'm not interested in PCVR, at least not now. I want to build APKs for quest3 and have the app run on the Quest3. Hand Tracking The only examples I've seen that show how to setup projects for passthrough or hand tracking use the MetaXR plugin, not the OpenXR plugin. If you've ever seen the settings for the MetaXR plugin, there's tons of options for hand tracking and pass through. OpenXR? Not so much. Have you gotten hand tracking to work with OpenXR? It's a must have for me. Skybox Setup for APKs PCVR supports the volumetric clouds, all the goodness of the Sky Atmosphere effects. The default VR game project comes with all the sky elements setup. But these just won't render on the Quest3. How do we need to set up a skybox so that it will render on the Quest3? This would be a great how to, as there's not a ton of content geared to using UE5 to create actual Q3 apps. It's largely setup for PCVR. Any help would be appreciated!!!!
New subscriber here. I'll keep an eye on your channel. Will you be delving into native/standalone Unreal development for Quest? It would be super helpful to know more about the process and what can be achieved.
@@jimalliban I’ve been trying to, but for some reason an unreal 5.4 whenever I try to build to the quest, the scene comes in super blown out and all the materials are messed up, and I don’t know why
@@QuinnKuslichI looked into it after leaving the comment and it seems that UE5 and quest don’t play nicely together. Some have said that 4.26/27 works well. Perhaps this is worth investigating. It’s a pity that this isn’t a priority for Epic as Quest is a huge platform.
Hi, i'm doing a research about VR Game and so new in Unreal Engine. May i know, did i need to click any target platforms before launch engine ? for create VR Game. Tq for your respon =)
Hello and thanks for great tutorial. We need Best optimization for architectural visualization on Unreal Engine 5 for Meta quest 3 Stand-alone, not PCVR, could you please give some advice. I do an interior scene and no matter how much I do optimize such as AA, Materials, Nanite, Bake Lights, Static Lights, Shader map size etc. its run so slow (Laggy) Thank you
could you do the one tutorial vr youtubers refuse to teach us which is the basic fundamental thing. (and not just setting up a grab component or hand anims or hand this or hand that.) but to actually teach us how to have a custom object. create an animation for it. and create the necessary blueprints to setup the object to be grabbed. I do understand you need the grab component etc. but nobody ever shows the process of making a custom object grabble. its always setting up the grab component and the hand. but never the object
@@QuinnKuslich sort of both? custom grabble objects. with unique grip poses depending on the being held object. so if i am holding a flashlight, its a different animation then holding a ball. But still using the snap grab instead of the free .basically I am trying to learn how to take a custom mesh. make it grabbable. then set up an animation. so that i can make the animation specfic to the item while i learn a new workflow for creating objects. I know you're tutorial you had covered a dynamic system for fingers. But i am trying to do it where i create the animations for every single different item so that i know the animation grip pose is perfect every time.
there are no more versions of what you showing i had to instal 5.5.0 and there is 5.4.4. so i hope i will be able to continue with that/ also do i have checked android or not? cs i didnt
@@denisdementyev537 there was an issue with the first 40 minutes of the video. There was another creator who did not want me using their code and building on top of it so I need to go back and rework the system so that it doesn’t use their code and then I can repost it
@@QuinnKuslich Why are you removing the best content because of gdxr? This code has been used for a long time in templates and it has no legal rights to force you to delete the best content.
@@Ryley_Fair the first part of it used code from a GDXR tutorial and he didn’t want it redistributed so I’m gonna have to redo it with different code. We had a chat about it. He made his side pretty clear and I understood it and agreed with him so I need to remake the first portion of my tutorial with different code
Great video for extreme beginners, which is great because we need fresh blood in the cryptic vr dev space. For beginners watching: don't forget to disassemble these starter projects and follow the logic. Recreating the VR template from scratch is an incredibly useful exercise, and you dont need a tutorial to walk you through it, everything is there on the VR template for you to see. I remade the grab component maybe 4 or 5 times over the course of a few months when I was starting out. Dont get stuck on it, always keep pushing yourself to more challenging things, but if youre new and starting out, consider opening up a blank project side by side with the VR template, and see if you cant figure out how to recreate the functionality!
@@robertadams3925 that’s amazing advice, I’m pinning this
Love the music choice...
hey another vr dev in michigan! :D
Just picked up a quest 3 and im a developer as my full time job, just getting started with vr game development myself. This is a great starting point for me. I appreciate it man!
I've been making games in Unreal for 3 years but never touched VR. I'm hoping everything I've learned translates well, I didn't realize how robust the VR template is. Super nice starting point, I look forward to dissecting it more
Oh my God, you're back!!! I'm very glad !!!!
I'm new to VR dev. and this video was a great start :D Thank you so much bro, definitely subscribing
I've been interested in VR development for some time now, especially with the increasing popularity of VR games. This is good for some like me and I'll keep checking your new tutorials
@@thabomthembu6281 happy to have you, hope I can help!!
thanks for doing a video on the basics. very easy to understand
the Greatest video for a beginner like me, Although I have dipped my feet for a few days in UE5 VR, the explaination of the content Drawer is definitely the highlight
Hello Quinn, this tutorial was the best i've seen in my month long pursuit of gaming tools that could be used to create immersive 3D art. I am a visual artist that is looking for a tutorial on creating custom objects from scratch in the engine as well as transforming 2D art into 3D interactive objects. I hope that atleast one of my goals resonates with you, and as a new subscriber I look forward to seeing future content.
Im looking forward to this, thank you.
If you looking for video ideas I can suggest( and request) a good updated VR Door and handle tutorial. I remember for 1 year now been searching yt and there are the same 2,3 really old tutorials there for making a Door in VR. ✌
Thanks for the idea!
Great! Thanks for the video! I working on full interactive gun implementation and would be cool to see you version too and learn something! And AC NEXUS locomotion is interesting too!
Very cool! looking forward to watching new videos!
Subscribed, very well explained. Following. Thank you and keep rolling out more UE VR content. Thank you.
Do you have a video where you build an apk from UE5 to meta submission? I'm just looking for UE5 to meta submission tutorial.
Thanks for this!
great tutorial! I'm really new to VR in ue and the one thing I noticed the most is that lights straight out from the vr template are really looking bad, at least in my experience. I tried to add a glossy tunnel in a level and the lights are really not realistic at all. Would love some tutorials on how to improve this aspect of vr games!
Imma be watching this channel! I've been playing with UE + VR since Unreal 4 but I still have so much to learn. I would especially love a video about methods for "iterative" development -- like easy ways to quickly test a user interaction and tweak values until you like them. I find it very cumbersome to do this by switching in and out of VR all the time, with all the instability/crashes/disconnections that come with that lol
@@manonthedollar you know, I’ve honestly been meaning to find a solution for this. And I always thought that you had to develop in headset, but I just watched a talk by a dev at Servios (Really prominent game for VR) and he went over how to emulate VR. So as soon as I figured out myself, I was planning on implementing that in tutorial.
Great vedio! Suffering in unity now, seems unreal is much reasonable when you want to create some function than unity.
A video about AR and the passthrough pf zje quest would be nice!
Great content! I´m migrating from Unity and this was very helpfull.
Thanks. Followed exact same steps (just got my quest 3), something seems to be missing
Hi Quinn. I've spent the last 1.5 years learning UE and building some architecture. I've been able to use the Quest link for my projects, but have yet to successfully build the levels and load onto the Quest 3 and play in standalone mode. That is my next big hurdle so I personally would love to see how to do that with my project. My very first question is, which Android platform do I choose in Build? Choices are ASTC, DXT, ETC2, and Multi. I've tried ASTC and get the fatal error message of "OBB may have exceeded 2 GiB limit". I'd love to know at least which Android choice to make. Thanks!
Amazing bro!
Awesome, Thanks and keep going 👏🏻👌🏻💪
You explain things so well. Thanks for your patiance to explain this step by step. I'm subscribing to your channel to keep learn about VR with you! But i also would like to ask if you could recomend any book about VR in Unreal, that would be nice!
Thanks for subscribing. I’m happy to have you, as for VR development books. I’d have to look into it. I haven’t read any since I first started, and those are all for unreal engine four so they would probably be outdated.
@@QuinnKuslich I see! Would you recomend any writed source to Study? Even the forums or articles from the engine. I'm kinda new to Unreal, sorry if i'm bothering you. Thanks again for your content!
Hi, i hope you won't stop making these vr tutorial videos.
More to come!
@@QuinnKuslich Awesome.
will you make a vr gun tutorial
Thank you for this
@@jozsef98 you’re welcome. I’m glad you found it helpful.
Hi Quinn, I'm new to VR, could you please show how to make a custom weapon that can be grabbed and shoot? Thanks
@@mady901 yeah I can do that. However, I do have a tutorial that kind of does that already
@@mady901 ruclips.net/video/fkW-svEaF-w/видео.htmlsi=IRDYcPaK9bjkuD6E
@@QuinnKuslich thank you so much! i will look in your videos and see if i can find it.. Im completely lost at this
@@mady901 I placed a link inside of our little chat here and that should get you or you need to be
@@QuinnKuslich thank you so much Quinn! i really appreciate this!!
Can u make a tutorial of how to make skills/superpowers in VR?
Hey seen some of your videos would u do a full body vr character and do a long video on how and different ways u can make a fully body character u should have a few ways to achieve this seeing as u have claimed to be a unreal professional this is a big title and no disrespect at all I love to see other people in the VR community much love bother and hope to hear back from u . Ps the full-body vr character video can be as much mins or hours as u want i would love to see that content byw can u do it only in visual coding as well it add a bit more of a easy professional slack way of doing different implementation
Excellent video. Sorry for the question, but when I walk (around the house, without touching the controller) it actually moves the Camera Component, can you actually move the VR_Player? Thank you
Perhaps you could help me out by answering a few questions.
First, I'm trying to develop a game for Quest3 on UE5. I'm not interested in PCVR, at least not now. I want to build APKs for quest3 and have the app run on the Quest3.
Hand Tracking
The only examples I've seen that show how to setup projects for passthrough or hand tracking use the MetaXR plugin, not the OpenXR plugin. If you've ever seen the settings for the MetaXR plugin, there's tons of options for hand tracking and pass through. OpenXR? Not so much.
Have you gotten hand tracking to work with OpenXR? It's a must have for me.
Skybox Setup for APKs
PCVR supports the volumetric clouds, all the goodness of the Sky Atmosphere effects. The default VR game project comes with all the sky elements setup.
But these just won't render on the Quest3. How do we need to set up a skybox so that it will render on the Quest3?
This would be a great how to, as there's not a ton of content geared to using UE5 to create actual Q3 apps. It's largely setup for PCVR. Any help would be appreciated!!!!
Hi👋🏻👋🏻👋🏻 again, where is the video? I'm really looking forward to your cool lessons!!!
@@motoday3580 still working on it, reprogramming thimbstick locomotion is kind of difficult because there’s like three ways to do it
great .... keep going...
Yes please more ❤
New subscriber here. I'll keep an eye on your channel. Will you be delving into native/standalone Unreal development for Quest? It would be super helpful to know more about the process and what can be achieved.
@@jimalliban I’ve been trying to, but for some reason an unreal 5.4 whenever I try to build to the quest, the scene comes in super blown out and all the materials are messed up, and I don’t know why
@@QuinnKuslichI looked into it after leaving the comment and it seems that UE5 and quest don’t play nicely together. Some have said that 4.26/27 works well. Perhaps this is worth investigating. It’s a pity that this isn’t a priority for Epic as Quest is a huge platform.
Hi, i'm doing a research about VR Game and so new in Unreal Engine. May i know, did i need to click any target platforms before launch engine ? for create VR Game. Tq for your respon =)
Maybe also make XR games since its the new beast future of quest 3
Hello and thanks for great tutorial. We need Best optimization for architectural visualization on Unreal Engine 5 for Meta quest 3 Stand-alone, not PCVR, could you please give some advice. I do an interior scene and no matter how much I do optimize such as AA, Materials, Nanite, Bake Lights, Static Lights, Shader map size etc. its run so slow (Laggy) Thank you
@@KADstudioArchitect oh man I haven’t done arch viz in awhile but I can look into it.
@@QuinnKuslich Thank you
im into arcviz and i wanna bulding something for that but using Google cardboard can you help me with that by giving some guidance please
i like your taste in zelda music
@@the_mediocre_coder thank you
More!
the goat'
could you do the one tutorial vr youtubers refuse to teach us which is the basic fundamental thing. (and not just setting up a grab component or hand anims or hand this or hand that.) but to actually teach us how to have a custom object. create an animation for it. and create the necessary blueprints to setup the object to be grabbed. I do understand you need the grab component etc. but nobody ever shows the process of making a custom object grabble. its always setting up the grab component and the hand. but never the object
@@MidnightVampiro yeah I can do that. Are you just looking for custom grabble objects or setting up custom grip poses?
@@QuinnKuslich sort of both? custom grabble objects. with unique grip poses depending on the being held object. so if i am holding a flashlight, its a different animation then holding a ball. But still using the snap grab instead of the free .basically I am trying to learn how to take a custom mesh. make it grabbable. then set up an animation. so that i can make the animation specfic to the item while i learn a new workflow for creating objects. I know you're tutorial you had covered a dynamic system for fingers. But i am trying to do it where i create the animations for every single different item so that i know the animation grip pose is perfect every time.
there are no more versions of what you showing i had to instal 5.5.0 and there is 5.4.4. so i hope i will be able to continue with that/ also do i have checked android or not? cs i didnt
@@legendarialVR you would want to check android if you’re planning to package to the quest
Hi, why did you delete the video about joystick movement? I just started learning...
@@denisdementyev537 there was an issue with the first 40 minutes of the video. There was another creator who did not want me using their code and building on top of it so I need to go back and rework the system so that it doesn’t use their code and then I can repost it
@@QuinnKuslich Why did you delete the video, he stole this code from me from the template !!!! What do we have to block each other now?
@@motoday3580 what are you talking about?
@@motoday3580 what template
@@QuinnKuslich Why are you removing the best content because of gdxr? This code has been used for a long time in templates and it has no legal rights to force you to delete the best content.
Does this work for meta quest 2?
@@Catburgee-v3 it will
@@QuinnKuslich thank you
why did you delete the locomotion tutorial
@@Ryley_Fair the first part of it used code from a GDXR tutorial and he didn’t want it redistributed so I’m gonna have to redo it with different code. We had a chat about it. He made his side pretty clear and I understood it and agreed with him so I need to remake the first portion of my tutorial with different code
like its not there anymore
@@Ryley_Fair don’t worry I will have a re-edited version of sometime soon
@@QuinnKuslich ok
Thanks god I save it before you delete it because is a good one, and I don't care what that MF GDXR guy say.
i dont understand why UE vr teplete doesn't give you smooth locomotion nowadays