Thanks marco! For those of you making a vr fps, the same theory is used for a slide, but just changing around the axis and adding in a bool that says if its being grabbed or not
Great tutorial as always! And with voice! Thanks! would be great if you can continue this doing the blueprint communication! with functions and event dispatcher!
You know what sir? I have had this TH-cam account for over 12 years and you are my very first person I've ever decided to comment on. I want to thank you for your awesome service and teaching people how to use unreal VR and just unreal in general. I've been following your tutorials and you have never let me down. Do you have a website or somewhere we can leave a request?
This is a very helpful video, thank you so much! The only thing I would say that's worth changing would be to use a timeline instead of a lerp for the button press :) Then you don't have to worry about the lerp interval. As well, if you use a nearly equal and then snap it at the end that works too!
Thanks! Yes, there are many ways of doing the same thing. I am not a fan of timelines for performance reasons, but if you are looking for a more detailed visual effect, timelines can be useful.
Very neat tutorial, grazie mille. Starting from scratch and explain each steps make this tutorial very accessible which is the bright way of teaching to all. My compliments!
what an amazing tutorial!! A a solid starting point for cool VR projects! I really enjoyed how you explained every function and variable shortly. I used to work with unity and your tutorial really helped me understand blueprints better haha! Thank you so much for putting this together! :)
Thank you so much for your videos! They are exceptionally good and understandable for all the levels of users! I've managed to get so much information and inspiration from them! You're doing a great job and I hope you will continue to share your knowledge!
Thank you very much for your tutorials! They are useful and really helping to understand how blueprints work. You are a great and inspiring instructor !!
This is truly a wonderful video and has been a training tool. I do seem to have one issue. Once I push down the button it drifts up and away past it’s starting point. I wonder if anyone else has seen issues like this? And since the button does not return to it’s starting position it does not seem to reset. Thanks again for the guidance.
Tnx! Regarding your issue, double check the tutorial starting at 15:50. That's where we define what happens after the button is fully pressed and bounces back to its original position.
I got up to 13:46 your first VR Preview test and my button isn't detecting any tracking/collision with the users motion controller. On your project do you have any collisions add to your controller or collisions settings enabled? The only time I can get the button to be pushed down is when I apply a sphere collision to my Motion Controller in my VR Player Character Blueprint.
Not sure whether you are trying this in UE5. Few things have changed. Basically you need to make sure that the hand component is generating overlap events so the button can react to them. Having the button generate overlaps is not enough if the hand is ignoring the button.
Cool video. One thing for the future: could you maybe explain what the code does? It would be useful to not just copy what you do then but to understand the mechanics and logic behind it. Thanks!
Thanks! I am trying to balance the explanation vs. the execution, which is not always easy. On the other hand I definitely don't want my tutorials to be a Blueprint programming course, I am focusing on how to do certain things in VR, which assumes someone is already familiar with Blueprints. If you feel you don't understand the code, it means you probably need to follow some entry-level Blueprint programming tutorial and then come back here. Happy to recommend some to you if you like.
@@marcoghislanzoni That would be nice. There are so many blueprint nodes and rules, so it is hard to know when to use what. It is different from any other programming language I knew.
@@atmosphere_burns Blueprints, despite being a visual language, are a fully featured one with (almost) all characteristics of a traditional typed language. There are some TH-cam tutorials like "Introduction to Blueprints" you can look up. Just make sure you select a recent one because the official ones seem to be stuck at version 4.8. Also check on the Unreal Academy, there are many good trainings there.
Marco, gracias for this tutorial. I would be VERY interested to see your approach to a VR door that you can open by rotating a handle. I'll been struggling for a couple of months trying to make one work lol.
You need to connect the door handle to the door with a physics constraint. Then grab the handle with a physics handle from the hand. You should look up some tutorials about physics handles to start with.
Hello Marco, great tutorial! I found your name in thread lost in the time of Unreal's forum. I want to try to make a kind of watch that has a push button on le left hand. I would it to become a kind of menu/inventory/settings widget that show when pushed and close if pushed another time, but I have really little experience/know where to watch on internet. Keep it up! your tutorial are something special!
Hey, dont want to push you - I know that your videos take time, but when will the leaver tutorial be ready? :) I would really appreciate it. Keep up the awesome work! My Projekt how it is right now would not be possible without your work! :)
Using UE 5 I made the button and it works great for the right motion controller, but since UE 5 now has a motion controller for both hands, and no longer a single variable I've been having some trouble getting the button to work with either hand. Any suggestions?
Thanks so much! Is there a way to do this with relative locations? For example, in a moving elevator where the buttons and/or the origin of the motion controller are in motion so the initial world positions aren't so useful.
Fair point! Using the world location as initial reference doesn’t work if the button moves. You can definitely modify the code to use a relative reference instead, but it is difficult to explain in a comment. Basically you can project the movement along a local axis and measure distances that way.
Will you ever cover room scale physics based navigation? What I mean is like instead of teleporting, you can touchpad/armswing to move but be subject to gravity and whatnot. I would love to see this covered
Check out my Archviz movement tutorial (also on this channel). I think it is close to what you are asking. Room scale movement though is a completely different thing. Once need to decide what happens when you move in room scale against an obstacle because you cannot really prevent that movement. Some turn the camera to black to give an indication you are in a forbidden area, some others push the world in the opposite direction so you cannot really penetrate the object. There is no perfect solution honestly.
Thank you for your tutorials. Is there any chance you could do one on the whole input system. I am really struggling to change the grip input from triggers to the grip buttons. I've tried changing the input options in settings for the options already present to no avail. I am stuck lol. Again. Thanks for the tutorials and take care
The input system in Unreal is pretty standardized. What you need to do is go into Project Settings --> Inputs and associated your controls (buttons, grips, triggers, etc.) to the proper action or axis input. From there onward you work with those action/axis events inside your Blueprints or C++ code. There isn't much more to it. For certain devices (e.g. Valve Index) you need to pay attention to name the inputs in a specific way (e.g. _X or _Y in their names). Hope this helps!
Super B content! Really well explained, thank you very much Marco!! One question, how can I make that the return phase finishes quicker? In my example it seems that it takes really long time until the returning flag is set to false again (the last bits before getting to the original position seem to take really long, the button its almost on the same initial position but the Glow flag takes some seconds to be set. I think that it's related to the VInterp To function but Im not so sure how to fix it.
Somehow my button is not reacting like yours. First when I hover above it it is already being pressed like some invisible collision box or something but I cannot find it anywhere. Second If I press it a little bit and then move my hand away from it (up) it get's pressed further exactly on my hand movement but I would think it would 'depress' instead. Any hints on where to look? BTW I almost forgot. Thanks for the tutorial!! I already learned a lot from it! The second point I already fixed / did something wrong with the OnComponentEndOverlap event. But the first point still is somewhat of a problem. It looks like I have very fat invisibile fingers and I already press the button long before i'm even 'hitting the visibile mesh'.. looks strange
The overlap is given by the grabsphere, which is indeed large. You can reduce it or place a second one closer to the fingers. It is inside the BP Motion Controller.
Great video as usual, I need an advice, should I bother with learning VRExpansion with its' poor documentation, or follow your videos and apply each feature -like movement, 2 hands vr gun, and intractable-..?
Thanks! Good question. If you want to achieve something complicated really quickly and you don't bother to fully understand how it works under the hood, then you can use a plugin for it (namely the VR Expansion plugin). On the other hand, if you want to take the time to understand how to build those features from scratch and want to have full control over them, then you are better off with my (and other similar) tutorials. There is no right or wrong. It depends on your style and your objectives.
@@marcoghislanzoni well, at least you provided tutorials, and they are great. I am just lost on how to rap it all up, I mean some projects starts with TP character to give the VR Pawn a full body, while others uses the VR template, and I dunno if it will be possible to use a TP character made game with VR gadgets like a vr gun, buttons...etc?! That was what made me seek VRE, sadly beautiful toxic community didn't provide a good tutorials for it nor offered simple guides :S :S
Wonderful tutorial. I am trying to duplicate the blueprint button. I would like to change the material colour and I am modifying the blueprint so the button stays down. However when I VR Preview the new duplicate button it just reverts to the colour and function of the original button. The colour is correct in the viewport and everything looks right in the World Outlier. I've saved everything and even restarted the engine with no luck. Thanks again for a great tutorial.
At 17:34 we create the Dynamic Material Instance for the button on Begin Play. Since the color of the button inside the material is already a parameter, you can create a color variable in the button and then assign it to the Color parameter of the dynamic material (like we do with the Glow parameter). By setting a different color for each button instance, you can get buttons of different colors in your level.
@@marcoghislanzoni Thank you so much for the quick reply! I am happy to say I was able to figure out the Dynamic Material Instance issue on my own this morning. This is simply a credit to your tutorial that it was so comprehensive that I was able to debug on my own. Thanks again for the reply and great tutorial.
I have a question. I can see that many others as asked this aswell, how can i make this work in 4.27.x? There are no bp hands and i am almost completely new so i have no idea how to figure this out like i can se one other here did. Is there any available documentation? Tutorials?
The VR template has changed in 4.27 and the hands have been unfortunately removed. You can still install 4.26 and try it there or get the old template from 4.26 and import it to 4.27. It will still work.
Hi Marco Ghislanzoni! Which you made VR climbing system tutorial! This is just amazing! But how to make this jump? Not immediately fall... Please help me!
I never had the chance to do a Part 2 explaining how to throw yourself, but it is actually pretty simple: 1. You need to keep track of your moving velocity while you hold onto a cube a swing yourself 2. As soon as you let go completely, gravity kicks in and gives you a downward speed (formally it's a a gravitational acceleration which speeds you up toward the ground). 3. At that point you need to vectorially combine the previous swing velocity with the gravitational one. This will result in a parabolic motion toward the target. 4. When you grab the target, all velocities stop and you go back to 1.
@@marcoghislanzoni I actually had the same question back when I watched it too... So I solved it my own way and tracked the controller's velocity and direction instead... Then reversed the answer for my parabolic curve... I think it gives less directional control than tracking the movement of the headset upon release though... I think it's time to alter my code a touch after reading this :D THX U ROCK!
Could You explain how to make it work with 4.27 template? It looks like that as it's made with open xr, i need to rely on different nodes to reference my controllers data.
The principles are exactly the same but the starting template is obviously different. You don't have the hands anymore, so you will need to adapt it to the motion controller meshes (or take the hands from the previous template and import into the new one). I may do a tut on that actually.
Thank you very much for the tutorial! At first, I thought the blueprint looked overly complicated, but there's a lot of subtle behavior going on that makes this implementation of a button exceptional. I'm using 4.24.3 and one difference I found was that I could not retrieve the motion controller in the same way. My button isn't behaving as well as yours is, so I'm not sure if it's related or due to another minor change I've made. I've pasted my BP at blueprintue.com/blueprint/63_dexdb if someone has time to look and comment.
Thanks Max! Because with physics it would be even trickier. The VR hands have an "infinite" force when pushing things around, so you will have to do all kind of checks and fixes not to "break" the button. Could have used physics handles, but it wouldn't have been easier from coding standpoint.
@@marcoghislanzoni is there a way to limit the "infinite force" of the VR Hands? I'm having exactly that problem now. Is really annoying to say the least. 😅
There is a point in the code where the button knows it has been fully pressed. You can call an event on it or communicate with another actor in the level and ask it to play a sequence.
What happens exactly? Which device are you using it with? You may have to disable the proprietary VR plugins and enable the OpenXR one to make it work.
@@marcoghislanzoni When I try opening the ma it says "Running C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/kakwa/Downloads/VRExpPluginExample-master/VRExpPluginExample-master/VRExpPluginExample.uproject" -game -rocket -progress -log="C:\Users\kakwa\Downloads\VRExpPluginExample-master\VRExpPluginExample-master/Saved/Logs/UnrealVersionSelector-2022.05.10-09.21.14.log" Discovering modules, targets and source code for project... ERROR: Error while enumerating Visual Studio toolchains "
@@realemerald_egg1570 You seem to be using the VR Expansion Plugin, which is something completely different than the VR template (sample project) which was shipped with Unreal Engine 4.26. The latter is what this tutorial is based on, not the VR Expansion Plugin.
With voice! Amazing! ✨
Marco another excellent tutorial, more VR interaction please :)
Thanks marco! For those of you making a vr fps, the same theory is used for a slide, but just changing around the axis and adding in a bool that says if its being grabbed or not
from scratch, that's exactly what I needed. thank you
My pleasure.
a trick : watch movies on flixzone. Been using them for watching a lot of movies lately.
Great tutorial, this is bootcamp worthy you should apply to work as a teacher.
It's great to have someone doing it alonside you
Thanks! Well, I am an Unreal Authorized Instructor and I am teaching Unreal, so I guess mission accomplished! ;-)
Great tutorial, thanks for taking the time to produce. Just starting out with UE4 so this kind of tutorial is perfect for me. Many thanks
You are welcome!
Great tutorial as always! And with voice! Thanks! would be great if you can continue this doing the blueprint communication! with functions and event dispatcher!
You know what sir? I have had this TH-cam account for over 12 years and you are my very first person I've ever decided to comment on.
I want to thank you for your awesome service and teaching people how to use unreal VR and just unreal in general. I've been following your tutorials and you have never let me down. Do you have a website or somewhere we can leave a request?
You are very welcome! :-)
This is a very helpful video, thank you so much! The only thing I would say that's worth changing would be to use a timeline instead of a lerp for the button press :) Then you don't have to worry about the lerp interval. As well, if you use a nearly equal and then snap it at the end that works too!
Thanks! Yes, there are many ways of doing the same thing. I am not a fan of timelines for performance reasons, but if you are looking for a more detailed visual effect, timelines can be useful.
Very neat tutorial, grazie mille. Starting from scratch and explain each steps make this tutorial very accessible which is the bright way of teaching to all. My compliments!
Great Tutorial! 👍🏻 I‘m also tuned for a new video about vehicle physics
what an amazing tutorial!! A a solid starting point for cool VR projects! I really enjoyed how you explained every function and variable shortly. I used to work with unity and your tutorial really helped me understand blueprints better haha! Thank you so much for putting this together! :)
Thank you so much for your videos! They are exceptionally good and understandable for all the levels of users!
I've managed to get so much information and inspiration from them! You're doing a great job and I hope you will continue to share your knowledge!
Thank you very much for your tutorials! They are useful and really helping to understand how blueprints work. You are a great and inspiring instructor !!
Ty for doing vr related content!
You are welcome!
This is truly a wonderful video and has been a training tool. I do seem to have one issue. Once I push down the button it drifts up and away past it’s starting point. I wonder if anyone else has seen issues like this? And since the button does not return to it’s starting position it does not seem to reset. Thanks again for the guidance.
Tnx! Regarding your issue, double check the tutorial starting at 15:50. That's where we define what happens after the button is fully pressed and bounces back to its original position.
Thanks for the tutorial! Very clear and so helpful.
Hi Marco, could you please do a room-scale VR tutorial please? Love your tutorials, thank you.
I just released a tutorial on snap rotation with room scale support. Check it out. :-)
you should make a video on how to make a inventory in vr in unreal engine 4 in VR
Thanks. Love your UE VR videos! Please keep them coming :)
Yep!
Thank you very much for this great Tutorial
Great video. Thanks. More videos on VR intractable would be great. Some kind of real time painting system?
I got up to 13:46 your first VR Preview test and my button isn't detecting any tracking/collision with the users motion controller. On your project do you have any collisions add to your controller or collisions settings enabled? The only time I can get the button to be pushed down is when I apply a sphere collision to my Motion Controller in my VR Player Character Blueprint.
Not sure whether you are trying this in UE5. Few things have changed. Basically you need to make sure that the hand component is generating overlap events so the button can react to them. Having the button generate overlaps is not enough if the hand is ignoring the button.
Cool video. One thing for the future: could you maybe explain what the code does? It would be useful to not just copy what you do then but to understand the mechanics and logic behind it. Thanks!
Thanks! I am trying to balance the explanation vs. the execution, which is not always easy. On the other hand I definitely don't want my tutorials to be a Blueprint programming course, I am focusing on how to do certain things in VR, which assumes someone is already familiar with Blueprints. If you feel you don't understand the code, it means you probably need to follow some entry-level Blueprint programming tutorial and then come back here. Happy to recommend some to you if you like.
@@marcoghislanzoni That would be nice. There are so many blueprint nodes and rules, so it is hard to know when to use what. It is different from any other programming language I knew.
@@atmosphere_burns Blueprints, despite being a visual language, are a fully featured one with (almost) all characteristics of a traditional typed language. There are some TH-cam tutorials like "Introduction to Blueprints" you can look up. Just make sure you select a recent one because the official ones seem to be stuck at version 4.8. Also check on the Unreal Academy, there are many good trainings there.
Marco, gracias for this tutorial.
I would be VERY interested to see your approach to a VR door that you can open by rotating a handle.
I'll been struggling for a couple of months trying to make one work lol.
You need to connect the door handle to the door with a physics constraint. Then grab the handle with a physics handle from the hand. You should look up some tutorials about physics handles to start with.
Hello Marco, great tutorial! I found your name in thread lost in the time of Unreal's forum. I want to try to make a kind of watch that has a push button on le left hand. I would it to become a kind of menu/inventory/settings widget that show when pushed and close if pushed another time, but I have really little experience/know where to watch on internet. Keep it up! your tutorial are something special!
Oh great with the sound!
Just got appreciation from someone else about my "silent" tutorials! ;-)
Amazing tutorial thanks so much!
Hi ! Great! Do you have a tutorial or blueprints for Turn on light and turn off in VR?
Thank you so much!
Grande Marco! un saluto dall'italia :)
Manuel Balducci Grazie! Un saluto!
Hey, dont want to push you - I know that your videos take time, but when will the leaver tutorial be ready? :)
I would really appreciate it.
Keep up the awesome work!
My Projekt how it is right now would not be possible without your work! :)
Using UE 5 I made the button and it works great for the right motion controller, but since UE 5 now has a motion controller for both hands, and no longer a single variable I've been having some trouble getting the button to work with either hand. Any suggestions?
Thanks so much! Is there a way to do this with relative locations? For example, in a moving elevator where the buttons and/or the origin of the motion controller are in motion so the initial world positions aren't so useful.
Fair point! Using the world location as initial reference doesn’t work if the button moves. You can definitely modify the code to use a relative reference instead, but it is difficult to explain in a comment. Basically you can project the movement along a local axis and measure distances that way.
Good day! Could not help but notice there are VR_lever and VR_wheel fbx files at 1:34. Are there tutorials on how to use them in VR as well?
Well spotted! The respective projects are ready but I didn’t publish the tutorials yet. Stay tuned. 😉
Will you ever cover room scale physics based navigation? What I mean is like instead of teleporting, you can touchpad/armswing to move but be subject to gravity and whatnot. I would love to see this covered
Check out my Archviz movement tutorial (also on this channel). I think it is close to what you are asking. Room scale movement though is a completely different thing. Once need to decide what happens when you move in room scale against an obstacle because you cannot really prevent that movement. Some turn the camera to black to give an indication you are in a forbidden area, some others push the world in the opposite direction so you cannot really penetrate the object. There is no perfect solution honestly.
Marco you is Best!
Thanks! :-)
Thank you!!!
Thank you for your tutorials.
Is there any chance you could do one on the whole input system. I am really struggling to change the grip input from triggers to the grip buttons. I've tried changing the input options in settings for the options already present to no avail. I am stuck lol.
Again. Thanks for the tutorials and take care
The input system in Unreal is pretty standardized. What you need to do is go into Project Settings --> Inputs and associated your controls (buttons, grips, triggers, etc.) to the proper action or axis input. From there onward you work with those action/axis events inside your Blueprints or C++ code. There isn't much more to it. For certain devices (e.g. Valve Index) you need to pay attention to name the inputs in a specific way (e.g. _X or _Y in their names). Hope this helps!
Great work!
Tnx! :-)
That is great, thanks! Btw, will your vehicle physics ever be out on the marketplace, or will you do lesson-videos on it? :D
Still refining it. ;-)
Super B content! Really well explained, thank you very much Marco!!
One question, how can I make that the return phase finishes quicker? In my example it seems that it takes really long time until the returning flag is set to false again (the last bits before getting to the original position seem to take really long, the button its almost on the same initial position but the Glow flag takes some seconds to be set. I think that it's related to the VInterp To function but Im not so sure how to fix it.
ForceGT7 you Re right. Just increase the speed on the VInterp function, it will make the return much faster.
@@marcoghislanzoni Thank you! It works like a charm! Looking forward to the next VR video :))
Somehow my button is not reacting like yours. First when I hover above it it is already being pressed like some invisible collision box or something but I cannot find it anywhere.
Second If I press it a little bit and then move my hand away from it (up) it get's pressed further exactly on my hand movement but I would think it would 'depress' instead.
Any hints on where to look?
BTW I almost forgot. Thanks for the tutorial!! I already learned a lot from it!
The second point I already fixed / did something wrong with the OnComponentEndOverlap event. But the first point still is somewhat of a problem. It looks like I have very fat invisibile fingers and I already press the button long before i'm even 'hitting the visibile mesh'.. looks strange
The overlap is given by the grabsphere, which is indeed large. You can reduce it or place a second one closer to the fingers. It is inside the BP Motion Controller.
Great video as usual, I need an advice, should I bother with learning VRExpansion with its' poor documentation, or follow your videos and apply each feature -like movement, 2 hands vr gun, and intractable-..?
Thanks! Good question. If you want to achieve something complicated really quickly and you don't bother to fully understand how it works under the hood, then you can use a plugin for it (namely the VR Expansion plugin). On the other hand, if you want to take the time to understand how to build those features from scratch and want to have full control over them, then you are better off with my (and other similar) tutorials. There is no right or wrong. It depends on your style and your objectives.
@@marcoghislanzoni well, at least you provided tutorials, and they are great.
I am just lost on how to rap it all up, I mean some projects starts with TP character to give the VR Pawn a full body, while others uses the VR template, and I dunno if it will be possible to use a TP character made game with VR gadgets like a vr gun, buttons...etc?!
That was what made me seek VRE, sadly beautiful toxic community didn't provide a good tutorials for it nor offered simple guides :S :S
Wonderful tutorial. I am trying to duplicate the blueprint button. I would like to change the material colour and I am modifying the blueprint so the button stays down. However when I VR Preview the new duplicate button it just reverts to the colour and function of the original button. The colour is correct in the viewport and everything looks right in the World Outlier. I've saved everything and even restarted the engine with no luck. Thanks again for a great tutorial.
At 17:34 we create the Dynamic Material Instance for the button on Begin Play. Since the color of the button inside the material is already a parameter, you can create a color variable in the button and then assign it to the Color parameter of the dynamic material (like we do with the Glow parameter). By setting a different color for each button instance, you can get buttons of different colors in your level.
@@marcoghislanzoni Thank you so much for the quick reply! I am happy to say I was able to figure out the Dynamic Material Instance issue on my own this morning. This is simply a credit to your tutorial that it was so comprehensive that I was able to debug on my own. Thanks again for the reply and great tutorial.
I have a question. I can see that many others as asked this aswell, how can i make this work in 4.27.x? There are no bp hands and i am almost completely new so i have no idea how to figure this out like i can se one other here did. Is there any available documentation? Tutorials?
The VR template has changed in 4.27 and the hands have been unfortunately removed. You can still install 4.26 and try it there or get the old template from 4.26 and import it to 4.27. It will still work.
@@marcoghislanzoni Hmm, any tip on how to do this?
Hi
Marco Ghislanzoni! Which you made VR climbing system tutorial! This is just amazing! But how to make this jump? Not immediately fall... Please help me!
I never had the chance to do a Part 2 explaining how to throw yourself, but it is actually pretty simple:
1. You need to keep track of your moving velocity while you hold onto a cube a swing yourself
2. As soon as you let go completely, gravity kicks in and gives you a downward speed (formally it's a a gravitational acceleration which speeds you up toward the ground).
3. At that point you need to vectorially combine the previous swing velocity with the gravitational one. This will result in a parabolic motion toward the target.
4. When you grab the target, all velocities stop and you go back to 1.
@@marcoghislanzoni When will you post part 2?
@@marcoghislanzoni I actually had the same question back when I watched it too... So I solved it my own way and tracked the controller's velocity and direction instead... Then reversed the answer for my parabolic curve... I think it gives less directional control than tracking the movement of the headset upon release though... I think it's time to alter my code a touch after reading this :D THX U ROCK!
I have a question . How do i get the button to action something like opening a door on pressed .
We created a Fully Pressed event, that is the one you can use to the the door to open
Could You explain how to make it work with 4.27 template? It looks like that as it's made with open xr, i need to rely on different nodes to reference my controllers data.
The principles are exactly the same but the starting template is obviously different. You don't have the hands anymore, so you will need to adapt it to the motion controller meshes (or take the hands from the previous template and import into the new one). I may do a tut on that actually.
@@marcoghislanzoni Ok got it, thanks! I think that the 4.27 tutorial would be a great upgrade on this
Thank you very much for the tutorial! At first, I thought the blueprint looked overly complicated, but there's a lot of subtle behavior going on that makes this implementation of a button exceptional.
I'm using 4.24.3 and one difference I found was that I could not retrieve the motion controller in the same way. My button isn't behaving as well as yours is, so I'm not sure if it's related or due to another minor change I've made. I've pasted my BP at blueprintue.com/blueprint/63_dexdb if someone has time to look and comment.
Nice tutorial Marco, I wonder - why not do it with physics - might be less BP code.
Thanks Max! Because with physics it would be even trickier. The VR hands have an "infinite" force when pushing things around, so you will have to do all kind of checks and fixes not to "break" the button. Could have used physics handles, but it wouldn't have been easier from coding standpoint.
Marco, I guess you're right. Will try a physics button just for fun some time. Always nice to try & learn something new.
@@marcoghislanzoni is there a way to limit the "infinite force" of the VR Hands? I'm having exactly that problem now. Is really annoying to say the least. 😅
Super!
:-)
Great tutorial thank you! can anyone point me in the right direction of a tutorial on how to use this to trigger a sequence?
There is a point in the code where the button knows it has been fully pressed. You can call an event on it or communicate with another actor in the level and ask it to play a sequence.
Interesting.. It didn't work for me. Button ends up floating
Your amazing.... :)
hahaha! Appreciated. :-)
I tried downloading the template for my version 4.27 but it wouldn't work.
What happens exactly? Which device are you using it with? You may have to disable the proprietary VR plugins and enable the OpenXR one to make it work.
@@marcoghislanzoni When I try opening the ma it says "Running C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/kakwa/Downloads/VRExpPluginExample-master/VRExpPluginExample-master/VRExpPluginExample.uproject" -game -rocket -progress -log="C:\Users\kakwa\Downloads\VRExpPluginExample-master\VRExpPluginExample-master/Saved/Logs/UnrealVersionSelector-2022.05.10-09.21.14.log"
Discovering modules, targets and source code for project...
ERROR: Error while enumerating Visual Studio toolchains
"
@@realemerald_egg1570 You seem to be using the VR Expansion Plugin, which is something completely different than the VR template (sample project) which was shipped with Unreal Engine 4.26. The latter is what this tutorial is based on, not the VR Expansion Plugin.
@@marcoghislanzoni I installed it correctly but is says "VRExpPluginExample could not be compiled. Try rebuilding from the source manually."