This is great! Love the information and explanation of why you set this up the way you did (love the use of the different classes to avoid a monolithic set up).
@@stephananemaat One thing. If you are making your own input mapping context you also have to manually add it to the list of contexts in the Project Settings. REAL fun tracking that issue down. The keyboard inputs will work but the VR motion controllers will not until you add your context to the project.
@@FPChris That's interesting I hadn't run into that problem myself but thanks for letting me know. I'll add a pinned comment sometime today after I've had a chance to look into it.
I have been looking for tutorials about how to make a VR/Third/First Person hybrid game in which the player can switch to the different perspectives/modes. This sounds like a nice step into that, am I right? Any chance to get any tutorial about such a feature? I don't own a headset yet so I cannot make tests but I'd like to implement the VR part as much as I can and give the players a chance to try a demo out when ready.
Technically yes, you could use these principles to achieve that. The only thing I'd warn against though is that in order to have a game that has VR and flatscreen options, the problem you may run into is that you'd almost be making 2 games in 1, which could be a lot of work for one person. You might be setting yourself up for an insurmountable number of complications. The alternative is just creating a flatscreen game and then players can use the Praydog Ue VR mod to play any unreal engine game in VR.
This is great! Love the information and explanation of why you set this up the way you did (love the use of the different classes to avoid a monolithic set up).
Glad you enjoyed it. Yeah, code bloat is easy to let get out of control.
Thanks for creating this tutorial! It is easy to understand and will save a lot of time :)
You're very welcome!
Excellent
Thank you :)
@@stephananemaat One thing. If you are making your own input mapping context you also have to manually add it to the list of contexts in the Project Settings. REAL fun tracking that issue down. The keyboard inputs will work but the VR motion controllers will not until you add your context to the project.
@@FPChris That's interesting I hadn't run into that problem myself but thanks for letting me know. I'll add a pinned comment sometime today after I've had a chance to look into it.
I have been looking for tutorials about how to make a VR/Third/First Person hybrid game in which the player can switch to the different perspectives/modes. This sounds like a nice step into that, am I right? Any chance to get any tutorial about such a feature? I don't own a headset yet so I cannot make tests but I'd like to implement the VR part as much as I can and give the players a chance to try a demo out when ready.
Technically yes, you could use these principles to achieve that. The only thing I'd warn against though is that in order to have a game that has VR and flatscreen options, the problem you may run into is that you'd almost be making 2 games in 1, which could be a lot of work for one person.
You might be setting yourself up for an insurmountable number of complications. The alternative is just creating a flatscreen game and then players can use the Praydog Ue VR mod to play any unreal engine game in VR.