Also for the mic, you could probably get away with using RTX Voice (to filter out noises) + VoiceMeeter Banana to make it sound better. It's what I used on my Rift S myself and it worked well enough. Altho if you have the cash then a ModMic would be a better choice, you can also use it for other stuff like your gaming headset.
Sure. Its VR, so as long as they line up properly with the axis of the gun it works, its just a matter of holding the gun a bit lower. You might have a bit of an error due to them being a higher than the barrel, but you'd use them on close range anyways, so it's negligible.
Wow, nice work! There aren’t many tutorials on ue4 vr. It would be great if you started to upload tutorials. I would really like to see how you made the ammo actually lower in the mag.
I don't know if I'll do full tutorial with editing and such, but I can probably just show whatever I have in blueprint and talk about it. When it comes to C++ code, its probably a lot harder, because it is a lot harder to show.
@@TomuraDev did you code this in cpp? Because I would actually rather see that. Right now I am coding a flatscreen game in cpp but I can’t really find any vr cpp tutorials out there. I don’t really need you to type it out if you don’t want to all I need is the code and a little explanation. Also thank you for responding.
@@polar1991 Generally I use a mix. When I'm protyping functionality I do something quick and dirty in Blueprint, so that I have very high iterations times in terms of workflow. Once I have the logic figured out, I to generalize it in C++ and create a base class. BTW grab the VR Expansion plugin if you want to develop something in VR in UE4 (vreue4.com/), it is a huge time saver, especially since it implements the physical grabbing and such, which as far as my rough research goes, requires you do make some of your own physics constraint/handle classes to expose some more PhysX functionality.
Maybe you could do a line trace from the scope to the targeted object the a sphere cast to gather objects around target then iterate through them raising their lod levels. Really nice progress.
I have some plans and I somewhat know how to do it (at least the arms, the legs are the bigger problem for me). There are other games such as Blade & Sorcery, TWD Saints and Sinners or Contractors VR that also have a full body.
I was wondering if u had seen that devlog from corridor digital about how they implemented butt stocks in their vr game. It's really interesting i think you should check it out.
I've seen those. I think the idea is really interesting, but personally from having played boneworks it's not my preferred way for having a virtual stock. I want to revisit it though, maybe my opinion might change when I check it out in more detail. While I didn't like boneworks as much as I wanted to like it as a game, I think Brandon and his team made one of the most important VR games.
I know this is very hard to do but if you can consider an open-source version of this (with only basic C++ and blueprint), that would be great! I learn better from example.
It's good to see your work ... after so long ... your work has been very inspiring for me ... I've been following you for years ... I wish you had discord ... I would like to be your friend.
In regards to the magazine models, I'd like to mention them, since they are available for free: www.cgtrader.com/free-3d-models/military/gun/magpul-pmag-30-ar-gen-3-window-magazine www.cgtrader.com/free-3d-models/military/gun/lancer-l5awm-30-round-m4-magazine You need to animate the spring in blender though. In my case I rigged it with bones, posed the spring and created a morph target out of that pose.
Very excited to see where this goes! Been following your UE4 work for a few years now, looking great!
the amount of detail on this game is so amazing. expecially in VR the amount of sk
ill in making these things are tremendous.
Definitely H3VR devlog vibes, I like it. Looks pretty amazing so far.
Also for the mic, you could probably get away with using RTX Voice (to filter out noises) + VoiceMeeter Banana to make it sound better. It's what I used on my Rift S myself and it worked well enough. Altho if you have the cash then a ModMic would be a better choice, you can also use it for other stuff like your gaming headset.
@@hanakomisa Thanks for the suggestions, I'll check those out.
@@TomuraDev Mhm, good luck with your projects.
Really impressive work you did there mate, I really love the attention to detail on the guns. Keep doing what you do best :P
Do the iron sights on top of the magnified scopes work to aim?
Sure. Its VR, so as long as they line up properly with the axis of the gun it works, its just a matter of holding the gun a bit lower. You might have a bit of an error due to them being a higher than the barrel, but you'd use them on close range anyways, so it's negligible.
Wow, nice work! There aren’t many tutorials on ue4 vr. It would be great if you started to upload tutorials. I would really like to see how you made the ammo actually lower in the mag.
I don't know if I'll do full tutorial with editing and such, but I can probably just show whatever I have in blueprint and talk about it. When it comes to C++ code, its probably a lot harder, because it is a lot harder to show.
@@TomuraDev did you code this in cpp? Because I would actually rather see that. Right now I am coding a flatscreen game in cpp but I can’t really find any vr cpp tutorials out there. I don’t really need you to type it out if you don’t want to all I need is the code and a little explanation. Also thank you for responding.
@@polar1991 Generally I use a mix. When I'm protyping functionality I do something quick and dirty in Blueprint, so that I have very high iterations times in terms of workflow. Once I have the logic figured out, I to generalize it in C++ and create a base class.
BTW grab the VR Expansion plugin if you want to develop something in VR in UE4 (vreue4.com/), it is a huge time saver, especially since it implements the physical grabbing and such, which as far as my rough research goes, requires you do make some of your own physics constraint/handle classes to expose some more PhysX functionality.
@@TomuraDev ok yeah I do that to by the way that is an awesome plugin.
Maybe you could do a line trace from the scope to the targeted object the a sphere cast to gather objects around target then iterate through them raising their lod levels.
Really nice progress.
That might be an idea. Thanks.
Awesome work man, it's huge, hope you'll release something out of this!
Well done.
do you have any way of implementing full vr arms? the only game i have seen that in so far is boneworks and its a very cool feature
I have some plans and I somewhat know how to do it (at least the arms, the legs are the bigger problem for me). There are other games such as Blade & Sorcery, TWD Saints and Sinners or Contractors VR that also have a full body.
@@TomuraDev thanks for responding, excited to see where this project goes
I love it already.
I was wondering if u had seen that devlog from corridor digital about how they implemented butt stocks in their vr game. It's really interesting i think you should check it out.
I've seen those. I think the idea is really interesting, but personally from having played boneworks it's not my preferred way for having a virtual stock. I want to revisit it though, maybe my opinion might change when I check it out in more detail. While I didn't like boneworks as much as I wanted to like it as a game, I think Brandon and his team made one of the most important VR games.
I know this is very hard to do but if you can consider an open-source version of this (with only basic C++ and blueprint), that would be great! I learn better from example.
It's good to see your work ... after so long ... your work has been very inspiring for me ... I've been following you for years ... I wish you had discord ... I would like to be your friend.
cool
In regards to the magazine models, I'd like to mention them, since they are available for free:
www.cgtrader.com/free-3d-models/military/gun/magpul-pmag-30-ar-gen-3-window-magazine
www.cgtrader.com/free-3d-models/military/gun/lancer-l5awm-30-round-m4-magazine
You need to animate the spring in blender though. In my case I rigged it with bones, posed the spring and created a morph target out of that pose.
ru from germany bc acent really liked ur content lova erned my sub
Nice, but I'm still hoping that you will return to your non VR FPS)))