You mentioned a video that explains using doors and light switches in VR. When can we expect that? I have Horror Engine and can't get the drag and drop doors and lights to open or turn on/off.
Hi, Eric. As always, one more great tutorial. Just be aware to flip the flashlight geometry normals. If you have a plan to make a tutorial on how to turn on and off this flashlight it would be great. Thanks!
Why do I need to flip the normals? I can send you a guide on how to build a blueprint to turn the flashlight on and off if you need right away. My next video I planned to show how to have your hands interact with things in the environment versus this one which was had to make something you can grab and such. Let me know if you want a guide on the on / off
@@EricVTuber Hi, Eric.I tryed the same workflow as you did just to check this issue. At first I thought the normals were flipped. I tryed to fix and it still kind of transparent. I could fix it by changing the material blending mode from "translucent" to "opaque". This way the geometry gets the same as you see at the sketchfab viewer. How can I get this guide to build the blueprint? It would be very usefull to me. Thanks again.🙂
@@eduardoquintella8684 I made you (and anyone) a recipe for how to make it so the light can be turned on when grabbed and off when dropped. Here you go: drive.google.com/file/d/1qHPE9pnK5FageDFUuvIHOKXMNbKpIZk3/view?usp=drive_link
@@EricVTuber It worked perfect! As i´m using the UE5.3.2, I could not found the OnGrab and Onrelease functions. Instead I used "on grabbed" and "on dropped" events. The only thing that could be implemented is the same principle to the emissive material in the flashlight. I`ve made my own model and used three materials (black paint, glass and emissive). Do you think its easy to turn on and off the emissive material? Thanks a lot!
Got through most of this, 90%, but when testing this in 5.4, it's not working like it did in 5.3. Movement is jerky. Very jerky! >.< Shadows are bad. And I have no hands showing, nor any controller inputs. As in, can't turn with the control. Made a fresh VR build in 5.4, with no changes. And the same. No hands, bad shadows, jerky head movement. So now, I got to figure out why VR is not working in 5.4, before I can use it. >.> But everything you have shown, works great in 5.3. So, there is that.
Got it mostly working in 5.4 now. I had to disable all other OpenXR plugins, aside from the main one needed. That meant turning off both the eye, and hand OpenXR plugins, that was both on by default. Having them on in 5.3 is not an issue for me, but in 5.4 I need to have them off. The head tracking is still a bit jerky, but much more mild. And they jerky movement is non existent, when I move to the back and face the back, wile in the shadows. And some of the shadows still suck. Mostly it's the shadows to moveable objects that suck. Not only do they not render right, but seem to cause my head tracking issues, when I look at them. Again, none of that is an issue in 5.3. But at least, some of it works in 5.4 now. Just not as well as I had hoped. And I'm not the only one having these issue trying to use VR in 5.4, that they too didn't have in 5.3. Would say, there is plenty of new bugs added to 5.4 that was not there in 5.3. >.> I could spend some time trying different shadow settings to see what works. Maybe converting all to Lumen, might fix it, if Lumen is not already on. Or, I may need to turn it off, if it is on. I don't know. I may work in 5.3 after all, until the VR issues in 5.4 get fixed.
This method teaches bad habits. Instead of doing this directly within the level, it's better to create a child of the Grabbable cube and set everything up there. This makes it more cost-effective and performance-efficient. Moreover, if you delete a flashlight placed in the level, you won't need to restart everything because blueprints are saved separately, creating a smoother workflow. you always want to handle things like this in a blueprint.
Hi, Eric. This series is good for VR beginer. Looking forward to the next video.
Hey, thanks!
You mentioned a video that explains using doors and light switches in VR. When can we expect that? I have Horror Engine and can't get the drag and drop doors and lights to open or turn on/off.
This such a cool series! Great for people wanting to create their own unreal engine vr games! Sky is the limit :)
Great tutorial! Thanx!
Can you make a bow and arrow tutorial? For instance you draw the arrow from your back similar to half life alyx and put the arrow to the bow and shoot
Amazing video.
Thanks!
Hi, Eric. As always, one more great tutorial. Just be aware to flip the flashlight geometry normals. If you have a plan to make a tutorial on how to turn on and off this flashlight it would be great. Thanks!
Why do I need to flip the normals? I can send you a guide on how to build a blueprint to turn the flashlight on and off if you need right away. My next video I planned to show how to have your hands interact with things in the environment versus this one which was had to make something you can grab and such. Let me know if you want a guide on the on / off
@@EricVTuber Hi, Eric.I tryed the same workflow as you did just to check this issue. At first I thought the normals were flipped. I tryed to fix and it still kind of transparent. I could fix it by changing the material blending mode from "translucent" to "opaque". This way the geometry gets the same as you see at the sketchfab viewer. How can I get this guide to build the blueprint? It would be very usefull to me. Thanks again.🙂
@@eduardoquintella8684 I made you (and anyone) a recipe for how to make it so the light can be turned on when grabbed and off when dropped. Here you go: drive.google.com/file/d/1qHPE9pnK5FageDFUuvIHOKXMNbKpIZk3/view?usp=drive_link
@@EricVTuber Hi, Eric. Thank you very much! This is exactly what I was looking for. I´ll follow this steps now and let you know about the result.🙌
@@EricVTuber It worked perfect! As i´m using the UE5.3.2, I could not found the OnGrab and Onrelease functions. Instead I used "on grabbed" and "on dropped" events. The only thing that could be implemented is the same principle to the emissive material in the flashlight. I`ve made my own model and used three materials (black paint, glass and emissive). Do you think its easy to turn on and off the emissive material? Thanks a lot!
Got through most of this, 90%, but when testing this in 5.4, it's not working like it did in 5.3.
Movement is jerky. Very jerky! >.<
Shadows are bad. And I have no hands showing, nor any controller inputs. As in, can't turn with the control.
Made a fresh VR build in 5.4, with no changes. And the same. No hands, bad shadows, jerky head movement.
So now, I got to figure out why VR is not working in 5.4, before I can use it. >.>
But everything you have shown, works great in 5.3. So, there is that.
Got it mostly working in 5.4 now. I had to disable all other OpenXR plugins, aside from the main one needed. That meant turning off both the eye, and hand OpenXR plugins, that was both on by default. Having them on in 5.3 is not an issue for me, but in 5.4 I need to have them off.
The head tracking is still a bit jerky, but much more mild. And they jerky movement is non existent, when I move to the back and face the back, wile in the shadows.
And some of the shadows still suck. Mostly it's the shadows to moveable objects that suck. Not only do they not render right, but seem to cause my head tracking issues, when I look at them.
Again, none of that is an issue in 5.3. But at least, some of it works in 5.4 now. Just not as well as I had hoped.
And I'm not the only one having these issue trying to use VR in 5.4, that they too didn't have in 5.3. Would say, there is plenty of new bugs added to 5.4 that was not there in 5.3. >.>
I could spend some time trying different shadow settings to see what works. Maybe converting all to Lumen, might fix it, if Lumen is not already on. Or, I may need to turn it off, if it is on. I don't know.
I may work in 5.3 after all, until the VR issues in 5.4 get fixed.
BooM
This is the way...
Is lumen and nanite working in 5.4?
Yes getting better each release
This method teaches bad habits. Instead of doing this directly within the level, it's better to create a child of the Grabbable cube and set everything up there. This makes it more cost-effective and performance-efficient. Moreover, if you delete a flashlight placed in the level, you won't need to restart everything because blueprints are saved separately, creating a smoother workflow. you always want to handle things like this in a blueprint.