"Quick Setup" you were literally unsure of every step you were doing, this could've been so short if you had a basic script. Made it so much more confusing too.
Hi I tried this but the character is falling infinitely through the ground. This mainly happens when I switch the class settings from Pawn to character. Even when my player start capsule is above a ground with proper collision, as soon as I hit play the character starts falling. Dis anyone face this same issue?
I hate when games use snap turning when using the controller. All vr games should use smooth motion when turning with controller like when turning with the head.
im just learning dude. this video is hard to fallow along with but your the only one who did this tutorial. If i were you id Cut out the mistakes and reupload.
Thanks, got serious headache over this and used your vid to check my logic and it turned out that rotation tickbox was on. Completely forgot about it. What a weird thing
The jumping in the end of the video made it verry confusing to understand whats going on :/ And the collider makes it impossible to move around in your room as the collider will not follow the headset position which throws the whole rotaion off than and collision
You need to create a Variable on the left side. There is a panel to add more variables. you meet to make sure it is a float, but you can set the value to whatever you like. just make sure to compile first.
I converted a scene i spent days on in 5.0 to 5.1 is why. Migrated the files needed from a fresh 5.1 scene. ALl good till 15 minutes in, what is the name of the 3 way pin that connects Move speed to the add actor rotation?
I think next time you do one of these videos, make a script and stick to it. There was a lot of useless waffling in the video and was extremely difficult to watch
It's a simple fix. Type VR Pawn in the Content Browser, and find the MoveSpeed float in the blueprints. Click on it, and look at the Details. Change Default Value to any number other than 1. It works for me, and he didn't show that in the video.
Has anyone got a fix for unreal engine 5.1 where there’s a lot of shaking when previewing in vr? It feels like the sensitivity in my headset is on high
yes... goto project settings and goto Target Hardware inr the PROJECT list and choose desktop and maximum on the Optimise Project Settings For. That makes it look waaaaay better... i just learnt this today as i had the same issue :)
@@justpino7 In the VRpawn blueprint, go to component tabs and select the capsule component. In details panel, set capsule height and radius both to 1. I did this and it works fine
This video would be like 6 minutes long if 70% of it wasn't watching while you trying to figure this out as you go . Very very hard to follow. I feel like I just spent 20 minutes watching the local drunk try to explain how airplanes work.
"Quick Setup" you were literally unsure of every step you were doing, this could've been so short if you had a basic script. Made it so much more confusing too.
If you wanna a backward, just Multiply with the Action Value Y with movement input Scale Value. Just like how he did the smoothturn, use multiply.
Can you please send a clip or screenshot of this blueprint section?
Thanks for the up load was a huge help. A bit tricky to follow at first. Have changed from Unity to UE5.1 as Unity is so unstable with VR Dev.
Thank you. Exactly what I was looking for.
Hi I tried this but the character is falling infinitely through the ground. This mainly happens when I switch the class settings from Pawn to character. Even when my player start capsule is above a ground with proper collision, as soon as I hit play the character starts falling. Dis anyone face this same issue?
I hate when games use snap turning when using the controller. All vr games should use smooth motion when turning with controller like when turning with the head.
no, snap turning is the way to go if you want the game to be playable for most of the audience
im just learning dude. this video is hard to fallow along with but your the only one who did this tutorial. If i were you id Cut out the mistakes and reupload.
Thank you, this helped a lot keep it up
Thanks, got serious headache over this and used your vid to check my logic and it turned out that rotation tickbox was on. Completely forgot about it. What a weird thing
But Andy how do you fix the height issues
i would like to know too
To fix the height there is a setting on the BP eye level, floor level from memory (on the camera?), also a height adjust var maybe.
sorry, i cant find that setting. Where is?
@@danielrubinstein6714 in the VR pawn BP
@@sqwert654 its and option? or i have to put a new node with variable?
So....how do we not be so tall after all of this? Does anyone know?
Really helped thanks a lot 😁. The only thing is I can't walk left/right or diagonally I'll just have to figure that part out ig lol.
Which vector should I use for the left/right movement?
YOU ARE THE BEST!!!!!
really not the easiest thing to follow for beginners, but it does work in 5.1! Thanks!
It seems like the section that finishes the Y axis blueprint got moved to the end, so it got pretty confusing there for a minute.
The jumping in the end of the video made it verry confusing to understand whats going on :/
And the collider makes it impossible to move around in your room as the collider will not follow the headset position which throws the whole rotaion off than and collision
yea the rotation is stuck at the center of the playspace.
I followed this tutorial and the hands stopped working :/
@@diamond32tutoriales49 yea i ended up buying a vr locomotion project in the marketplace.
when you change the blueprint class it does that
thanks you saved my life
Great! Another question... How to view the hands using oculus? Thanks a lot
Left and Right movement is not working.
how did you get the move speed?
You need to create a Variable on the left side. There is a panel to add more variables. you meet to make sure it is a float, but you can set the value to whatever you like. just make sure to compile first.
nice video
thanks man!!
No PMI or IMC default in my content. ver. UE5.1 loaded Games/VR starter file. My VR headset is working fine with VR pawn.
I converted a scene i spent days on in 5.0 to 5.1 is why. Migrated the files needed from a fresh 5.1 scene. ALl good till 15 minutes in, what is the name of the 3 way pin that connects Move speed to the add actor rotation?
@@cjolsen8058 The node is called multiply.
do you have an idea why pressing forward or backward always goes forward?
dont get me wrong, if u wanan do a tutorial, make the stuff, cut the video, then voice over, all this rambling and cutting makes this almost unusable.
it's not that bad he just put the clip at the wrong place.
Dont cry man
I think next time you do one of these videos, make a script and stick to it. There was a lot of useless waffling in the video and was extremely difficult to watch
5.1 template vr followed you several times. neither controller is responsive
It's a simple fix. Type VR Pawn in the Content Browser, and find the MoveSpeed float in the blueprints. Click on it, and look at the Details. Change Default Value to any number other than 1. It works for me, and he didn't show that in the video.
Has anyone got a fix for unreal engine 5.1 where there’s a lot of shaking when previewing in vr? It feels like the sensitivity in my headset is on high
yes... goto project settings and goto Target Hardware inr the PROJECT list and choose desktop and maximum on the Optimise Project Settings For. That makes it look waaaaay better... i just learnt this today as i had the same issue :)
is it the same for meta 3?
Thanx a lot i search that
Who Andy?
so.. how do we solve the height issue?
just do what i did scale everything up to the height of the player
@@inzot5198 There has to be a better way to solve this? Did you find something?
@@justpino7 In the VRpawn blueprint, go to component tabs and select the capsule component. In details panel, set capsule height and radius both to 1. I did this and it works fine
@@victorblanchard7774 thanks man its works for me
you skipped over the part i needed
This video would be like 6 minutes long if 70% of it wasn't watching while you trying to figure this out as you go . Very very hard to follow. I feel like I just spent 20 minutes watching the local drunk try to explain how airplanes work.
Very informative, but needs improvement. Thank you for your time. Here's a "like" for your time.
how did you solve it on 13:45 ? thanks!
Editing Mistake. He put the clip in at 17:20
kindly don't upload any tutorial after this, first of all you learn the thing clearly
dude is not quick sooooo loooooooooonng