WARNING: This is an intermediate UE video showing an approach to VR menus. It is not a step-by-step tutorial. Check the video description for links to the various Blueprints for this project.
Thank you, super tutorial, well explained and organised and a great shortcut for me with the blueprints actually being posted while I was setting up something similar. One note for people who might struggle with this in the future: If you are not hitting your UI then make sure the trace channel in the VR pawn on the widgetinteractions are set to WorldDynamic and the Widget`s collision profile is set to UI in the Widget Actor.
Just wanted to say what a helpful video this was, especially including the blueprints. I was able to follow and it worked first time. I agree that this is an intermediate tutorial and some prior knowledge of Unreal is assumed but (given that you can cut and paste the blueprints) I thought it was explained really well. If this was being built from scratch it would have been 5x as long. Thanks for all your work on this Kyle and I hope you make more videos!!
Thanks for the feedback James! I recorded this video right after building a VR menu system for the first time. I wanted to remember the process and figured others would find it helpful.
This super helpful! What if we wanted to do something simpler and take an existing flat widget that is controlled by mouse clicks and place it in the VR scene like it's a billboard but it's still controlled by mouse click. Is there a simpler way to replace the "add to vieport" node with something more VR friendly?
When you don't type everything out individually, it makes it VERY difficult if not IMPOSSIBLE to replicate it perfectly. There's functions and such where I must see what variables are in play, yet they're never clicked on. A good tutorial goes step by step to explain and show what happens.
@@stungeye Which i did see and am thankful for. What i meant was for the "Laser Cursor Visibility" function, with the 'laser' and 'cursor'. It SEEMS like a Static Mesh Component, but on other code the lasers and cursors are niagra components, so I just don't know if it's different or anything like that,
@@catdaddymagic In the "Laser Cursor Visibility" function the "Laser" and "Cursor" variables are passed into the function as function parameters. This function is called by the "Update Laser and Cursor", which also has a"Laser" and "Cursor" passed in as function parameters. At the outer-most levels, on the event tick, the "Update Laser and Cursor" function is called twice and they are indeed passed static mesh components for the cursors and niagara systems for the lasers.
Hi, it's super interesting what you did. I'm new to Unreal Engine 5 VR. I tried to do it by watching your video and using the links given, but I couldn't do it. I had references that weren't correct I think, like for example with the Get WidgetInteractionRefLeft and WidgetInteractionRefRight because it added a self in addition to the get, so it created a lot of errors for me when I want to connect them in the Press/Release Pointer Key
Did you start with the official Unreal VR template? Make sure you are properly setting the WidgetInteractionRefLeft/WidgetInteractionRefRight references in the "Set Widget Interaction References" function.
Great tutorial, I have almost got it working but I am stuck with a problem with the cursor not showing up at the end of the laser and it wont let me select any of the buttons in the menu. It appears like the laser just goes through the buttons like they are not there. I messed with bigger interaction distances and it still didn't work, no errors though
Hey man , nice tutorial... I am new to unreal engine and i was wondering whther i can make a diff vr pawn for my main menu level so that i don't have to alter the blueprint of actual VRPawn? Also due to some reason, i followed everything you did byt nothing seemed to work.
You can definitely have a custom VR pawn for the main menu level. This is done by overriding the Game Mode for the level with a custom game mode where the Default Pawn Class is set to your main menu level VR pawn.You can do this by setting the GameMode Override in the World Settings tab. As for things not working for you, I've linked to copies of the blueprints in the video description. You should be able to compare your blueprints to those to see if there are any differences.
@@stungeye Thanks a lot kyle, i used the blueprints and did things exactly the way it was given and it works now. But the thing is no matter what interaction distance i set up, it's just not going that far, i personally have to walk towards my main menu and use it closely. I've changed the values to 10,000 too, but it just doesn't seem to work. Also only the right cursor is being shown on the gameview, even though i checked both of the "cursor always visible" boolean. Any guidance/help would be sincerely appreciated. Keep posting these good stuffs man!
WARNING: This is an intermediate UE video showing an approach to VR menus. It is not a step-by-step tutorial.
Check the video description for links to the various Blueprints for this project.
Thank you, super tutorial, well explained and organised and a great shortcut for me with the blueprints actually being posted while I was setting up something similar. One note for people who might struggle with this in the future: If you are not hitting your UI then make sure the trace channel in the VR pawn on the widgetinteractions are set to WorldDynamic and the Widget`s collision profile is set to UI in the Widget Actor.
@@nadp9014 Glad you found it helpful and thanks for these additional setup tips.
Excellent tutorial! Got it all working properly :)
@@Subj3kt1 Glad it was helpful!
Thank you for this amazing tutorial!
@@jaakkovirkkunen9929 Glad you found it helpful!
Just wanted to say what a helpful video this was, especially including the blueprints. I was able to follow and it worked first time. I agree that this is an intermediate tutorial and some prior knowledge of Unreal is assumed but (given that you can cut and paste the blueprints) I thought it was explained really well. If this was being built from scratch it would have been 5x as long. Thanks for all your work on this Kyle and I hope you make more videos!!
Thanks for the feedback James! I recorded this video right after building a VR menu system for the first time. I wanted to remember the process and figured others would find it helpful.
This super helpful! What if we wanted to do something simpler and take an existing flat widget that is controlled by mouse clicks and place it in the VR scene like it's a billboard but it's still controlled by mouse click. Is there a simpler way to replace the "add to vieport" node with something more VR friendly?
When you don't type everything out individually, it makes it VERY difficult if not IMPOSSIBLE to replicate it perfectly. There's functions and such where I must see what variables are in play, yet they're never clicked on. A good tutorial goes step by step to explain and show what happens.
@@catdaddymagic There are links to copies of the code, including the functions, in the description.
@@stungeye Which i did see and am thankful for. What i meant was for the "Laser Cursor Visibility" function, with the 'laser' and 'cursor'. It SEEMS like a Static Mesh Component, but on other code the lasers and cursors are niagra components, so I just don't know if it's different or anything like that,
@@catdaddymagic In the "Laser Cursor Visibility" function the "Laser" and "Cursor" variables are passed into the function as function parameters. This function is called by the "Update Laser and Cursor", which also has a"Laser" and "Cursor" passed in as function parameters. At the outer-most levels, on the event tick, the "Update Laser and Cursor" function is called twice and they are indeed passed static mesh components for the cursors and niagara systems for the lasers.
Hi, it's super interesting what you did. I'm new to Unreal Engine 5 VR. I tried to do it by watching your video and using the links given, but I couldn't do it. I had references that weren't correct I think, like for example with the Get WidgetInteractionRefLeft and WidgetInteractionRefRight because it added a self in addition to the get, so it created a lot of errors for me when I want to connect them in the Press/Release Pointer Key
Did you start with the official Unreal VR template? Make sure you are properly setting the WidgetInteractionRefLeft/WidgetInteractionRefRight references in the "Set Widget Interaction References" function.
Great tutorial, I have almost got it working but I am stuck with a problem with the cursor not showing up at the end of the laser and it wont let me select any of the buttons in the menu. It appears like the laser just goes through the buttons like they are not there. I messed with bigger interaction distances and it still didn't work, no errors though
Solution was to change the Trace Channel to "WorldDynamic" for both the left and right Widget Interaction Components
VR menu is totaly different :)
I managed to get the menu working, and the cursors, but the lasers don't work, it uses some other one for some reason.
fixed, this issue, now any ways to get the right trigger interaction to work with checkboxes?
fixed this as well, thanks so much for the awesome main menu, love this design and implementation so much more than others here on youtube
Glad you were able to work through the issues you encountered.
Hey man , nice tutorial... I am new to unreal engine and i was wondering whther i can make a diff vr pawn for my main menu level so that i don't have to alter the blueprint of actual VRPawn?
Also due to some reason, i followed everything you did byt nothing seemed to work.
You can definitely have a custom VR pawn for the main menu level. This is done by overriding the Game Mode for the level with a custom game mode where the Default Pawn Class is set to your main menu level VR pawn.You can do this by setting the GameMode Override in the World Settings tab. As for things not working for you, I've linked to copies of the blueprints in the video description. You should be able to compare your blueprints to those to see if there are any differences.
@@stungeye Thanks a lot kyle, i used the blueprints and did things exactly the way it was given and it works now. But the thing is no matter what interaction distance i set up, it's just not going that far, i personally have to walk towards my main menu and use it closely. I've changed the values to 10,000 too, but it just doesn't seem to work. Also only the right cursor is being shown on the gameview, even though i checked both of the "cursor always visible" boolean.
Any guidance/help would be sincerely appreciated. Keep posting these good stuffs man!