For anyone interested the Template is currently 30% off on the Epic Games Market Place. www.unrealengine.com/marketplace/en-US/product/87aaded1256e4df786ceeffd65e6f1ad
This is a really great package and so far integrated nicely into our project. Thanks for making a great video to document the system. I always forget just how much is included.
I was just asked in Discord, Gun holsters can be completely removed for projects like E-Learning or Arch-viz and they can also have the actors changed to anything you want for spawning in with.
If you're taking requests I'd really be interested in a vr framework to get full boneworks type interaction, so you can climb a ladder with crowbars for example, climb ropes, slide down a cable with a crowbar, interact with the world not only with hands but anything (e.g push a button with weapon, open or close door by swinging your hand or pushing it with the tip of a weapon), free grab with auto hand placement, held objects having weights and colliding with each other and the environment. I think you got the picture, I'm thinking that's probably out of the scope for the project and would be a huge amount of work but in case it's possible would be amazing
Tremendous improvement from last time I checked this out! Happy belated birthday! and one request... Could you please talk about the Collab View feature when you get a chance? Thanks for such a great template!!!
Thank you. So yeah, the collabe viewer doesnt do anything out the ordinary. It's built on the collab viewer by Epic games so very simple over all. Right now it should work on Desktop to Desktop LAN but testing it on Mobile VR it doesnt as Oculus need a bunch of things. It may not be 100% but it is something im working on to improve for desktop.
Dude you've come such a long way since I last visited the channel a few months ago! If at all possible... can you include room-scale movement in the template too??? I've been trying to get this figured out for a while with no success. Actually, having a body that would move with either the thumb sticks or the HMD would be killer!
Hey, thanks. So the template has room scale movement built in. You can walk around your room, do what you want, and then use the thumbstick to walk around. It also has the option to use the camera as the forward direction or the motion controller.
@@GDXR Interesting I must have missed this in the demo here. One last question and I'll grab this from the marketplace today- does the capsule update as you move around the room? I remember being able to move around the room following along the smooth locomotion tutorial but when moving around the capsule stays in place until the thumbstick is engaged again.
honest question. I'm new to vr and i was searching for bigger projects to understand how it all should be done. There is REALLY little information about programming those things in c++ and majority is done in BP`s (even template). Why is that ?
Good question, Not every developer uses C++ but every C++ developer will interact with Blueprints. So by creating a template and projects with blueprints, it allows more developers to take advantage of it. There would also be very little reason that anything provided in the template would require C++.
If i start the VR Preview Mode the screen of the meta quest 3 stays black but on the pc in the preview window every movement of my head etc. is working correctly (UE5.3.2). Any advice? Thanks (just bought the template)
Do you have any tutorials where you build any of these features from scratch? As great of a template this may be, it doesn’t do much to me as I’m truly struggling to find educational material in order to understand blue prints relevant to VR projects. It’s frankly very frustrating
Hey there, I have a whole bunch of VR tutorials on the channel which can help you get started. Even covering the smooth locomotion system being used in the template. However i cant create tutorials on a lot of these systems due to there complexity and how there tied togeather. But when it comes to VR and blueprints. almost 99% of them are the same as any other project so any blueprint tutorials will help.
cool! I am planning to maybe get this soon. I'm not the most experienced, so is this template still fairly easy/seamless to take features out of and put into my own projects?
its built entierly with blueprints and i've designed it to be as user friendly as possible. Some features can be completely removed or if not then they can be disabled. Regarding taking features out and putting them in an exhisting project, no it's designed to be the starting point/ground work for a project. But if you want to migrate the entire project and place it in another to replace it. This can be done.
@@GDXR ah, I see. With what I'm doing it's mainly working with existing projects, which is a shame. Either way, this looks really good for a starting point (it is of course a template haha) so I can suggest it at my workplace for future projects
Unfortunatly not. It's mainly standalone however it has been designed with Multiplayer in mind so the player uses a character controller and has hmd and motion controller replication built in. However you would need to setup it up your self to be suitable for your desired platform.
Hi have you tested your Template with UE5.3 because I have problems with the standard template and OpenXR since 5.2. Its super shaky. 5.1 works fine, OpenXR with (HP Reverb G2, Vive PRO2, Pimax Crystal) / 5.2 only works with the Steam VR Plugin enabled in the engine….. and 5.3 does not work at all because Steam VR is gone and OpenXR is jittering on several Headsets I tried. Would love to buy your Plugin but I have to solve this issue bevore I can continue working on my VR Project. But great work an Happy Birtday btw!
Hi there, I have tested it with 5.3, and I've experienced no issues like you've mentioned. It's possible it could be down to performance limitations, hardware, or an engine bug. I also haven't heard anyone mention anything similar. Keep investingating. I hope you're able to get it fixed.
I have this Issue with the template that comes with Unreal Engine and I have a 3090 so performencewise it should work. I also have tested it with several headsets and as I sait the issue accours only on 5.2 and 5.3 with OpenXR, MetaXR plugin works and Steam as well. So hopefully I find out what the issue is. I bought your template yesterday btw. its really nice. I will give you a review when I have time. Do you know a forum or discord server where I can place my problem at the moment I feel a little bit lost. It seems nobody really develops with the latest UE version and uses other HMD than Quest or Quest Pro so they might never facing this issue?@@GDXR
@@DeeMeltDown I also used a Reverb G2 with WIN10 first and I thought its the Windows Mixed Reality Platform that causes the problem. But then I tried a Vive Pro2 and now the Pimax Crystal.... even the Quest 2 with native OpenXR does not work.
Seems that the openVR Toolkid causes this problems so I deinstalled it. Now at least Quest2 is working natively with OpenXR. Pimax runs via Steam-OpenXR. PimayXR still has issues.
Unreal uses c++ mind you, but this was entirely blueprint made and the code gets optimised during the package process so it only uses the code you're hooking up. You'll find that apart from a lot of plugins and custom projects, most games made in unreal are 100% blueprint such as Wukong as far as I recall
yeah, thank you. For anyone wondering about the optomisation of blueprints to C++ on the final build you can check out this page here by Epic. docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/TechnicalGuide/NativizingBlueprints/ As of 5.0 Nativizing Blueprints is done automatically for you when you create any export of your project.
I'm sorry but I don't control the conversion price. I have to set it for USD and epic control everything else. Or I'd price it better for those countries.
Yeah, it's built for openXR so works with any HMD that uses it. Just keep in mind if your using a Vive Focus3 or similar then you will need to use there own plugins with it and setup those specific inputs for the controllers howerlver it has Windows mixed reality Oculus Vive wands Valve index inputs added to it by default already.
So, I’ve submitted the 5.2 and 5.3 builds to epic games. I'm just waiting for approval to have them updated on the marketplace, which usually takes a day or two. You can in the mean time use the 5.1 build and switch the tenplate to 5.3 with only a minor warning.
@@GDXR yeah, I know and that's true. Your template is not a problem. Lack of money for AAA or at least AA titles is killing VR now. Your video just triggered my frustration I guess.
For anyone interested the Template is currently 30% off on the Epic Games Market Place.
www.unrealengine.com/marketplace/en-US/product/87aaded1256e4df786ceeffd65e6f1ad
aww missed the sale :(
@GDXR Is it possible to make the template available on Gumroad?
Bro, seriously nice work! Keep up this masterpiece.
You, sir, are a life saver. Picked up this template today and it is PHENOMENAL. Now time for me to start working on replication and multiplayer
It's been cool wathcing this project get better and better, congrats!
This is a really great package and so far integrated nicely into our project. Thanks for making a great video to document the system. I always forget just how much is included.
Now this is top work well done, I'll be getting this ASAP!
Thank you :)
Boss man, you are doing gods work!!!
Really amazing work, good job! Makes me want to start a new project.
Thank you, you should.
Looks amazing, great explanation, and looks very fun to use. Purchasing now for my VR Game :)
Hope you enjoy it!
I was just asked in Discord, Gun holsters can be completely removed for projects like E-Learning or Arch-viz and they can also have the actors changed to anything you want for spawning in with.
If you're taking requests I'd really be interested in a vr framework to get full boneworks type interaction, so you can climb a ladder with crowbars for example, climb ropes, slide down a cable with a crowbar, interact with the world not only with hands but anything (e.g push a button with weapon, open or close door by swinging your hand or pushing it with the tip of a weapon), free grab with auto hand placement, held objects having weights and colliding with each other and the environment. I think you got the picture, I'm thinking that's probably out of the scope for the project and would be a huge amount of work but in case it's possible would be amazing
Tremendous improvement from last time I checked this out! Happy belated birthday! and one request... Could you please talk about the Collab View feature when you get a chance? Thanks for such a great template!!!
Thank you. So yeah, the collabe viewer doesnt do anything out the ordinary. It's built on the collab viewer by Epic games so very simple over all. Right now it should work on Desktop to Desktop LAN but testing it on Mobile VR it doesnt as Oculus need a bunch of things. It may not be 100% but it is something im working on to improve for desktop.
@@GDXR Is it possible to make the template available on Gumroad?
So cool... well done
holy shit missed the Sale -.- yeah looks like i have to wait couple of weeks or month.
Hi! Awesome work! Can I also walk over the edge? Just by taking a step forward in real world?
Great video. I will buy it. I am moving from Unity and I was using HurricaneVR, trying to find some UE alternatives. Thanks!
This is great!
Dude you've come such a long way since I last visited the channel a few months ago! If at all possible... can you include room-scale movement in the template too??? I've been trying to get this figured out for a while with no success. Actually, having a body that would move with either the thumb sticks or the HMD would be killer!
Hey, thanks. So the template has room scale movement built in. You can walk around your room, do what you want, and then use the thumbstick to walk around. It also has the option to use the camera as the forward direction or the motion controller.
@@GDXR Interesting I must have missed this in the demo here. One last question and I'll grab this from the marketplace today- does the capsule update as you move around the room? I remember being able to move around the room following along the smooth locomotion tutorial but when moving around the capsule stays in place until the thumbstick is engaged again.
honest question. I'm new to vr and i was searching for bigger projects to understand how it all should be done. There is REALLY little information about programming those things in c++ and majority is done in BP`s (even template). Why is that ?
Good question, Not every developer uses C++ but every C++ developer will interact with Blueprints. So by creating a template and projects with blueprints, it allows more developers to take advantage of it. There would also be very little reason that anything provided in the template would require C++.
If i start the VR Preview Mode the screen of the meta quest 3 stays black but on the pc in the preview window every movement of my head etc. is working correctly (UE5.3.2). Any advice? Thanks (just bought the template)
Do you have any tutorials where you build any of these features from scratch? As great of a template this may be, it doesn’t do much to me as I’m truly struggling to find educational material in order to understand blue prints relevant to VR projects. It’s frankly very frustrating
Hey there, I have a whole bunch of VR tutorials on the channel which can help you get started. Even covering the smooth locomotion system being used in the template. However i cant create tutorials on a lot of these systems due to there complexity and how there tied togeather. But when it comes to VR and blueprints. almost 99% of them are the same as any other project so any blueprint tutorials will help.
cool! I am planning to maybe get this soon. I'm not the most experienced, so is this template still fairly easy/seamless to take features out of and put into my own projects?
its built entierly with blueprints and i've designed it to be as user friendly as possible. Some features can be completely removed or if not then they can be disabled.
Regarding taking features out and putting them in an exhisting project, no it's designed to be the starting point/ground work for a project. But if you want to migrate the entire project and place it in another to replace it. This can be done.
@@GDXR ah, I see. With what I'm doing it's mainly working with existing projects, which is a shame. Either way, this looks really good for a starting point (it is of course a template haha) so I can suggest it at my workplace for future projects
This is great! Does it support multiplayer over the internet?
Unfortunatly not. It's mainly standalone however it has been designed with Multiplayer in mind so the player uses a character controller and has hmd and motion controller replication built in. However you would need to setup it up your self to be suitable for your desired platform.
@@GDXR any resources you'd recommend for that? Probably use the Advanced Session Steam plugin?
Hi have you tested your Template with UE5.3 because I have problems with the standard template and OpenXR since 5.2. Its super shaky. 5.1 works fine, OpenXR with (HP Reverb G2, Vive PRO2, Pimax Crystal) / 5.2 only works with the Steam VR Plugin enabled in the engine….. and 5.3 does not work at all because Steam VR is gone and OpenXR is jittering on several Headsets I tried. Would love to buy your Plugin but I have to solve this issue bevore I can continue working on my VR Project. But great work an Happy Birtday btw!
Hi there, I have tested it with 5.3, and I've experienced no issues like you've mentioned. It's possible it could be down to performance limitations, hardware, or an engine bug. I also haven't heard anyone mention anything similar. Keep investingating. I hope you're able to get it fixed.
I have this Issue with the template that comes with Unreal Engine and I have a 3090 so performencewise it should work. I also have tested it with several headsets and as I sait the issue accours only on 5.2 and 5.3 with OpenXR, MetaXR plugin works and Steam as well. So hopefully I find out what the issue is. I bought your template yesterday btw. its really nice. I will give you a review when I have time. Do you know a forum or discord server where I can place my problem at the moment I feel a little bit lost. It seems nobody really develops with the latest UE version and uses other HMD than Quest or Quest Pro so they might never facing this issue?@@GDXR
@@GDXR same experience I am having with a Reverb G2 and Windows 10 with a 3080Ti
@@DeeMeltDown I also used a Reverb G2 with WIN10 first and I thought its the Windows Mixed Reality Platform that causes the problem. But then I tried a Vive Pro2 and now the Pimax Crystal.... even the Quest 2 with native OpenXR does not work.
Seems that the openVR Toolkid causes this problems so I deinstalled it. Now at least Quest2 is working natively with OpenXR. Pimax runs via Steam-OpenXR. PimayXR still has issues.
Does this also include archery?
Not by default, but it is a template so you could add it in your self.
Is the meta quest work well with ue5 openxr?
It works fantasticly, My Quest pro is my daily driver and meta Quest 1 - 2 were for years before hand.
does this work with quest 3 and hand tracking?
Hey, tbh I havent tried. I didnt design the template with hand tracking in mind so its possible some of the interactions just wont work out the box.
totally new in UE, is this made with blueprints or C#?
Blueprints
100% Blueprints
Unreal uses c++ mind you, but this was entirely blueprint made and the code gets optimised during the package process so it only uses the code you're hooking up. You'll find that apart from a lot of plugins and custom projects, most games made in unreal are 100% blueprint such as Wukong as far as I recall
yeah, thank you. For anyone wondering about the optomisation of blueprints to C++ on the final build you can check out this page here by Epic. docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/TechnicalGuide/NativizingBlueprints/
As of 5.0 Nativizing Blueprints is done automatically for you when you create any export of your project.
Went to get it buts its so bloody expensive, $124 around that in australia and i dont have the money
I'm sorry but I don't control the conversion price. I have to set it for USD and epic control everything else. Or I'd price it better for those countries.
Work With HTC VIVE??
Yeah, it's built for openXR so works with any HMD that uses it.
Just keep in mind if your using a Vive Focus3 or similar then you will need to use there own plugins with it and setup those specific inputs for the controllers howerlver it has
Windows mixed reality
Oculus
Vive wands
Valve index inputs added to it by default already.
does this work for UE 5.3?
So, I’ve submitted the 5.2 and 5.3 builds to epic games. I'm just waiting for approval to have them updated on the marketplace, which usually takes a day or two. You can in the mean time use the 5.1 build and switch the tenplate to 5.3 with only a minor warning.
@@GDXR makes me wanna buy this.... does it work with like full body vr?
This template shows what's wrong with the VR right now! Every damn game looks exactly alike :/
I cant build something to make every game look diffrent. I can only offer a frame work to help developers get a head start.
@@GDXR yeah, I know and that's true. Your template is not a problem. Lack of money for AAA or at least AA titles is killing VR now. Your video just triggered my frustration I guess.
Replicated?
Player camera and Motion controllers yes. Everything else will be worked on in the future.