This was so helpful! I needed this for a class because my assignment is to make a VR game! Video made sense and it worked! Also, I totally relate on the whole OCD and visual appeal of the Blueprints! Look forward to further tutorials!
This is for sure one of the best tutorials I've seen so far on this feature(as a complete beginner to this space ). I'm running into an issue where my forward movement is slower than my left to right. I'm not sure if this is related to the movement speed variable, because it doesn't seem to matter if I change the X or Y individually. If you have a community space to ask these types of questions please let me know! Excited to see what other videos you do :) Also, if you have any recommendations for someone who has never done UE5 coding before, I would be supper appreciative.
I did some testing and I was able to replicate your issue, I believe. If I'm correct, using the controller as the main source of the moment means that if your controller is completely flat when trying to move forward/backwards, it'll be a bit slower. I guess I just naturally flatten my hand so I didn't notice at first, however, at the moment you can replace the "Left Motion Controller" with the "Camera" and then your movement will be based on your look direction. I hope that helps identify your issue 😄!
Edit 2: Putting this at the top because it's important. There is a bug with this setup where if you look straight down, you don't move forwards anymore. This is because the vector for the front of the camera is mostly facing down. Same thing for pitching your head to the left or right. It's easy to fix, break the "Get Forward" and "Get Right" into its vector components, normalize a Vector3d using the X and Y, leave the Z blank for 0, and use that normalized vector for the world direction. Thank you again for the tutorial! Your setup is much simpler than others out there, and I don't see any downsides to it so far. The collision with objects in the hand is a bit annoying but it's better than the other systems I've tried where it's very easy to clip through a wall or the floor. Edit 3: I've fixed the collisions for the hands as well using a different method than I've seen used before, lets you still interact with the objects when theyre not being held. Might make a video on all this, would credit all my sources of course. Working on a game jam so I'm cramming knowledge atm... I like it, nice and simple, thank you! I'm a bit confused about one thing though, I cant tell in my own experimenting, but does this not cause the 'issue' (feature some may say) where walking diagonally is faster than walking straight? Or is there a control somewhere in the built-in movement controls that normalizes it? I can't quite tell from my own testing but I think it is faster? I tried fixing it on my own but I haven't thought about normalizing vectors since I graduated college. Edit: Nevermind, I'm a moron lol. Joysticks don't have that problem...
I appreciate you watching, as for the collision issue with objects (i.e. the gun) take a look at my most recent short that shows an easy fix. If you haven't already, you'll notice your capsule component doesn't follow your HMD, but I have a video coming out with a fix + physical crouch functionality coming out in a day or so 😄👍.
@@ICrowGamingI I hadn't noticed that, but I like how it lets you peek your head around corners and over tables. Obviously an issue for people with roomscale setups though... I did see your short for fixing the collision with the body, but I fixed it a different way by creating a new Collision Preset called InteractableHeld, making that Ignored by the Player Capsule, and modifying the grab component to change the Collision Preset for items you hold to Held when you grab it, and reset it to PhysicsActor when you drop it. Time will tell if this has any unintended consequences lol
It's better to copy everything over to a character BP so you can have a jump button and inherited collision. Also, you can use a 2D axis on the move and just put the "add movement inputs" in series and just break the axis value to use them.
True, you could copy it over for the jump function. I spread my axis out, out of habit, just because I'm strange and like to see it that way 😂. You could definitely do this instead!
@@ICrowGamingI Because I have only tested the development project, the middle part of VR is clear, but it will be blurry when expanding outwards. I am not sure whether it should be like this in VR or whether it is a special rendering or setting of your UE project.
Thanks for this video! Setting up IA_LocomotionX worked fine true to your video- however, when I replciate and try to setup the Y- I can't patch "Motion Controller Left Grip" to "Get Forward Vector" it shows error ""motion controller component object reference is not compatible with Rotator" Tried googling a bit- but seems unclear. any thoughts?
Actually I think I just figured it out. I had selected "Get Forward Vector" as a sub-selection under the "Math" Category. I tried again from the "Transformation" category and that seems to accept Motion Controller Left Grip -- posting here for others! and thanks for your tutorial!
I'm having trouble understanding the character parent class. Should the collision capsule follow the player in the real world? If i move around in my setup wont that make the collision and movement off center? What do other games do to fix this problem?
@@ICrowGamingI Woh awesome. I'm excited. I've been trying a few random things out to see if I could move the capsule around with the player. I kinda made it work but it would always keep the movement centered to the vr play area for some reason. Some how the capsule was following me but also still physically at the center. My mind is melting lol.
I haven't touched on jumping yet but I did show how to do Crouching in my most recent UE5 tutorial I've uploaded. I'll try to keep in mind to touch on jumping here soon 😃.
Hi, When I grab an object, the movement is getting messy. i.e. whatever direction I try to move, the character is only moving backwards. When the player is not grabbing anything, the controls are fine
Couple things to double check: - Did you add your control mappings inside IMC_Default? - Make sure you linked the correct mapping for your controller inside IMC_Default. - Make sure you didn't leave anything unconnected when you blueprinted your LocomotionX/Y. Let me know if any of these help you 😃!
@@ICrowGamingI i think, i already do the same with your tutorial, but when im using ( First person character ) and input Oculus in IMC, its the movement working well bro, but irs not working on VRpawn
the floor origin made sense the way you explained it this was a nice video well done ive subbed and liked thank you
Thank you, I always aim to teach rather than just give something to copy paste 😃.
This was so helpful! I needed this for a class because my assignment is to make a VR game! Video made sense and it worked! Also, I totally relate on the whole OCD and visual appeal of the Blueprints! Look forward to further tutorials!
I appreciate you! I'm very glad the tutorial was helpful 😃🫡. I hope future tutorials will help just as much.
This is for sure one of the best tutorials I've seen so far on this feature(as a complete beginner to this space ). I'm running into an issue where my forward movement is slower than my left to right. I'm not sure if this is related to the movement speed variable, because it doesn't seem to matter if I change the X or Y individually.
If you have a community space to ask these types of questions please let me know! Excited to see what other videos you do :) Also, if you have any recommendations for someone who has never done UE5 coding before, I would be supper appreciative.
I did some testing and I was able to replicate your issue, I believe.
If I'm correct, using the controller as the main source of the moment means that if your controller is completely flat when trying to move forward/backwards, it'll be a bit slower. I guess I just naturally flatten my hand so I didn't notice at first, however, at the moment you can replace the "Left Motion Controller" with the "Camera" and then your movement will be based on your look direction.
I hope that helps identify your issue 😄!
Edit 2: Putting this at the top because it's important. There is a bug with this setup where if you look straight down, you don't move forwards anymore. This is because the vector for the front of the camera is mostly facing down. Same thing for pitching your head to the left or right. It's easy to fix, break the "Get Forward" and "Get Right" into its vector components, normalize a Vector3d using the X and Y, leave the Z blank for 0, and use that normalized vector for the world direction.
Thank you again for the tutorial! Your setup is much simpler than others out there, and I don't see any downsides to it so far. The collision with objects in the hand is a bit annoying but it's better than the other systems I've tried where it's very easy to clip through a wall or the floor.
Edit 3: I've fixed the collisions for the hands as well using a different method than I've seen used before, lets you still interact with the objects when theyre not being held. Might make a video on all this, would credit all my sources of course. Working on a game jam so I'm cramming knowledge atm...
I like it, nice and simple, thank you! I'm a bit confused about one thing though, I cant tell in my own experimenting, but does this not cause the 'issue' (feature some may say) where walking diagonally is faster than walking straight? Or is there a control somewhere in the built-in movement controls that normalizes it? I can't quite tell from my own testing but I think it is faster?
I tried fixing it on my own but I haven't thought about normalizing vectors since I graduated college.
Edit: Nevermind, I'm a moron lol. Joysticks don't have that problem...
I appreciate you watching, as for the collision issue with objects (i.e. the gun) take a look at my most recent short that shows an easy fix. If you haven't already, you'll notice your capsule component doesn't follow your HMD, but I have a video coming out with a fix + physical crouch functionality coming out in a day or so 😄👍.
@@ICrowGamingI I hadn't noticed that, but I like how it lets you peek your head around corners and over tables. Obviously an issue for people with roomscale setups though...
I did see your short for fixing the collision with the body, but I fixed it a different way by creating a new Collision Preset called InteractableHeld, making that Ignored by the Player Capsule, and modifying the grab component to change the Collision Preset for items you hold to Held when you grab it, and reset it to PhysicsActor when you drop it. Time will tell if this has any unintended consequences lol
I like the way you do tutorials! Looking forward to more.
Thank you 😄, I'll continue to do my best
It's better to copy everything over to a character BP so you can have a jump button and inherited collision. Also, you can use a 2D axis on the move and just put the "add movement inputs" in series and just break the axis value to use them.
True, you could copy it over for the jump function. I spread my axis out, out of habit, just because I'm strange and like to see it that way 😂. You could definitely do this instead!
new to ue5. there is a jump function in the vr template? how do i get this working with this set up?
Hi, I wanted to ask what your project settings render, when I use VR preview on my area, I have a rectangular blur on the left and right.
I'll have to check my settings but I'd first check your headset. Is UE5 the only thing causing the blur?
@@ICrowGamingI Because I have only tested the development project, the middle part of VR is clear, but it will be blurry when expanding outwards. I am not sure whether it should be like this in VR or whether it is a special rendering or setting of your UE project.
Thanks for this video! Setting up IA_LocomotionX worked fine true to your video- however, when I replciate and try to setup the Y- I can't patch "Motion Controller Left Grip" to "Get Forward Vector" it shows error ""motion controller component object reference is not compatible with Rotator" Tried googling a bit- but seems unclear. any thoughts?
Does your "Get Right Vector" work and only the "Get Forward Vector" is not working?
@@ICrowGamingI thats correct- "Get Right Vector" works, "Get Forward Vector" is rejecting/erroring the "Motion Controller Left Grip" input.
Actually I think I just figured it out. I had selected "Get Forward Vector" as a sub-selection under the "Math" Category. I tried again from the "Transformation" category and that seems to accept Motion Controller Left Grip -- posting here for others! and thanks for your tutorial!
Of course, sorry for the late response, UA-cam didn't notify me of any replies 😂. Glad you figured it out!
I'm having trouble understanding the character parent class. Should the collision capsule follow the player in the real world? If i move around in my setup wont that make the collision and movement off center? What do other games do to fix this problem?
No worries, let me look into this and I'll comment back 😃.
I've figured something out for this. I'm cooking up a video just for this, my friend. Stay tuned 😃👍!
@@ICrowGamingI Woh awesome. I'm excited. I've been trying a few random things out to see if I could move the capsule around with the player. I kinda made it work but it would always keep the movement centered to the vr play area for some reason. Some how the capsule was following me but also still physically at the center. My mind is melting lol.
for some reason my left to right movement is really fast and when i go backwards i go flying but my forwards movement is slow
edit: nvm i fixed it
Just forward , no backwards ?
If you did everything, forwards and backwards should be working. Is it not working for you?
@@ICrowGamingI your video doesnt show you moving backwards either , maybe i missed something i will redo it , thanks for responding !
No worries, let me know if you got it working. As for this set up, it definitely is working forward and backwards for me. Keep me posted 😁!
@@ICrowGamingI Fixed it , my bad i used wrong axis input Thanks for the video !!!
Can you do a more in depth tutorial that includes jumping and crouching? Id like a locomotion system similar to bethesdas vr games
I haven't touched on jumping yet but I did show how to do Crouching in my most recent UE5 tutorial I've uploaded. I'll try to keep in mind to touch on jumping here soon 😃.
Hi, When I grab an object, the movement is getting messy. i.e. whatever direction I try to move, the character is only moving backwards. When the player is not grabbing anything, the controls are fine
Yep, check out my latest short that shows how to fix this issue. Pretty quick and simple 😁👍!
my turn is super smoothh, but idk why my movement not working at all
Couple things to double check:
- Did you add your control mappings inside IMC_Default?
- Make sure you linked the correct mapping for your controller inside IMC_Default.
- Make sure you didn't leave anything unconnected when you blueprinted your LocomotionX/Y.
Let me know if any of these help you 😃!
@@ICrowGamingI i think, i already do the same with your tutorial,
but when im using ( First person character ) and input Oculus in IMC, its the movement working well bro, but irs not working on VRpawn
@@ICrowGamingI btw already fix, cause i have to change the VRpawn class setting, set the parrent to Character, cause the default is pawn
@@Fikarblackproject did this change work? i still did not have movement. the controllers are not working. i followed exact same steps.
@@rere137 check class setting