It worked for me in version 5.2 after changing the Parent Class from 'Pawn' to 'Character' and unchecking 'Use Controller Rotation Yaw.' Thanks you for sharing this!
Yeah, the character class should give you more functionality, but I don't understand what problems controller rotation yaw cause. Did you use some other input method and what problem did this solve exactly? Regardless, I'm glad this video was useful to you!
@@ImpalerVR With controller rotation yaw disabled, the implemented snap turn of the pawn class will work again somehow. I bound the snap turn to the right controller and smooth movement to left.
That's awesome to hear😁. I don't have that much free time anymore because of university, but expect an update to this video at some point. I'm still not satisfied with the weird height offset and I want to fix it. The basic principle should still be the same though.
Believe me, I love prototyping VR games and sharing. Right now I was making a video about into the radius 2 VR releasing into early access and editing is a massive drag. I'll bounce onto more tutorials next.
Doesn't work for me in 5.4.2, I debuged the blueprint, and EnhancedInput works, but Camera vector doesn't give the correct number, It gives a static one, It doesn't update. I don't know what variable to put there.
I'm not really sure what went wrong for you. Apart from making sure they the name is valve index (L) thumbstick x axis and y axis, I don't know. It should work the same way. Try to diagnostic it in the vrpawn blueprint. Make it print out the value and see what it spits out. Best of luck to you!
in 5.3 fails , idk why , but once you put the 2 oculus touch controllers (X and Y) in the IMC_Default, it never detects the controllers again once you press play
wow, this is simple and great tutorial. Thanks for creating it. This is exactly what I was looking for. I was able to get everything working as expected. However, the Character is spawning above the gorund and in mid air. which is prevernting from accessing the scene properly. is there any fix for this?
great tutorial. is there an easy way to be able to fly up and down too, when you look up or down? i tried it in a map with no gravity, but it stays level.
Thanks. Maybe you can use the standard character movement for that. I realized I probably need to make my own custom forces for movement instead of the standard unreal engine ones. The inputs here only work on the x and y axis, so you would need to add a z axis input on the a and b buttons. That's how I would do it. You say you want to go where you look at though. I didn't think of that. I'm not sure. I'll try to make some time for expanding on this tutorial. There are still some things I can improve and show.
@@ImpalerVR thnx for the reply. i tried a lot, now i think it needs to know the pitch rotation of the headseat to know at wich angle it should go up or down. But i couldnt figure out how so far.
thank you for the tutorial! the other one i had used independent turning (like you had to use right stick to rotate your movement direction) this one was exactly what i needed, and it was only 5 minutes :D
I'm pleased to see it helped you! I don't know why there aren't any good and short tutorials for VR in ue5, so that's why I made this. I didn't set up rotation with right thumbstick yet though.
Thanks for the kind words. I made it as if teaching my past self who couldn't find a good tutorial and had to solve this the hard way, so of course there are other people still in that boat.
huh, I'm not sure. Are you looking in the VRtemplate project and there is no input folder? Does the game run regardless if you put the headset on and you can teleport? When you click right in the content drawer is there no input option below create advanced asset? I wanted to give you a better answer, but this should be there the first time you open it without any tinkering so try making another VRtemplate project. Otherwise I don't have enough information to figure out what's the issue.
@@ImpalerVR damn well that's unfortunate. Yea I made new projects and everything I followed your instructions to make a new input blueprint thingy but when I tried I couldn't find the option to make it
I forgot to mention. Thanks for pointing it out. I usually turn off snap turn entirely, but that's just personal preference and most people still use it.
To disable snap turn, enter in the VRpawn blueprint and disconnect all the pins coming from the enhanced input action IA_turn (should be the second or third down and commented as such). If you want to switch that from the left controller to the right, then enter the default imc and change the turn input mapping from the left controller thumbstick to the right. Basically the same name it lists there but with an (R) instead of (L). I hope this helps you!😁
Nice tutorial, but I have some questions. It doesn't work from start, I think it is because of my Quest 3, so it doesn't work with key values in IMC_Default (I added Oculus, Valve, Vive and Windows Mixed reality) And my vr hands disappeared. Hope you can help me solve this problems🙏
Sorry for the late reply. The oculus touch should be working with all oculus type controllers. I myself use the quest 2. I think your problem may be that it doesn't auto-possess your VR pawn. Especially if this is your first time and your default teleportation movement doesn't work (please try this first), then search auto possess player in your VR pawn and change it from "disabled" to "player 0". That should get it working if I guessed it right.
I know, right? So many videos rambled on for 10 minutes to get a scrounge of useful information and of course they are very unstructured. I made what old me wanted to find back then, not what some lazy youtuber would. Thanks for your words. It feels good to be of help.
I setup everything so I can move forward/backwards/sideways with the left thumbstick and snap turning on the right one, but if I hold something, like the guns or the cubes, I fly through the floor and just go backwards. Any ideas? Thank you very much for this, great tutorial :)
Thank you for the kind words. I now realize I need to resolve these issues. I think disabling collision to the player model should make it better. I can't wait to get my exams done next week. I'll have the rest of the summer to work more on this project and fix all these unintended side effects. I'm sorry I don't have a good answer right now but I'll be back.
@@ImpalerVR Oh, don't worry, it looks like this is something that is still relatively new and we're all working together :) I'm a Blender user and I've just started to learn my way into UE to combine my workflow between the two softwares. This is going to take a while, although being a Blender user helps a lot to move around UE. Thank you again for everything and good luck with your exams 🖤
I just finished my exams, so I'm going to look into this. I know the problem with the virtual floor not matching up with the real one. The core steps of making this work are still the right way to go about this, but I will soon update how to make this work better.
Create a float variable for speed (a value less than 1.0 to slow it down) and multiply the action values for MoveX and MoveY by it, before connecting them to their respective pins for AddMovementInput.ScaleValue
I'm glad to hear it worked for you! You can adjust the speed by searching for max walk speed in the details tab of the vrpawn blueprint or instance. You can change it to however many cm/s you want, though I didn't try to modify it yet so I'm not sure if that is the solution or now that I'm looking into it I didn't know that the game can detect when you are crouched. Maybe it sees you as crouched when your head is below the middle of the capsule. Anyway, I hope this solves the speed too. What other VR feature would you want a tutorial on?
Thanks ill try that, and if you could do a tutorial on teleporting to a location on a widget by pressing it i would really appreciate ir haha, im stuck on that right now, my solution was that when you pressed it it reloaded another level on the location i wanted, but that implicates having a lot of unnecessary levels instead of just teleporting on the same level, anyway thank you so much, happy new year @@ImpalerVR
@@kikin13579 I didn't try to make a map for my games yet, but I understand that you already have one and you can get the coordinates for the destination so you only need to find a function that snaps you there, so it should be an easy fix. I'll see if I make a tutorial on that in the future. And thanks! I know it's a bit late, but happy new year to you too!
Not just you. I tried solving it with the type of play space you put in the blueprint, but I still can't solve it. I'm still not sure what is causing the problem.
that folder isn't necessary. You can make one yourself and name it whatever you like, it doesn't make a difference. It's the input file that's important.
Yeah, I did notice that happen. I didn't think it was because of the moving. I think the collisions need to be adjusted so it ignores small objects and make it that the actors become a component of your VRPawn when you pick them up. I'll have to look more into it, especially if making a full physics based game, which is what I want to make. Thanks for the feedback btw!
@@alfredogarciabarroso but most VR games use it. I'm really not sure how they make it work. I actually don't know what games use 1 to 1 collision models to what you see.
For my future reference, one more step for this to work: [Open up] VRPawn > [Click] Class Settings > [Change] Parent Class [from Pawn] to Character.
I forgot this change from the basic template. Thank you for reminding me so I pinned this for everyone watching.
@@ImpalerVR @lecoq_de_lombre tyty
It worked for me in version 5.2 after changing the Parent Class from 'Pawn' to 'Character' and unchecking 'Use Controller Rotation Yaw.'
Thanks you for sharing this!
Yeah, the character class should give you more functionality, but I don't understand what problems controller rotation yaw cause. Did you use some other input method and what problem did this solve exactly?
Regardless, I'm glad this video was useful to you!
@@ImpalerVR With controller rotation yaw disabled, the implemented snap turn of the pawn class will work again somehow. I bound the snap turn to the right controller and smooth movement to left.
@@cfactor9737I see. So that's how you re-enable the snap turn.
thank you, i really appreciate you using your struggle to help others not have to go through it and save time ive subbed and liked
That's awesome to hear😁.
I don't have that much free time anymore because of university, but expect an update to this video at some point. I'm still not satisfied with the weird height offset and I want to fix it. The basic principle should still be the same though.
@@ImpalerVR it gets the job done and thats the best i can ask goodluck in ur studies
man, you gotta make tutorials like this one plssssss
for any random stuff
Believe me, I love prototyping VR games and sharing. Right now I was making a video about into the radius 2 VR releasing into early access and editing is a massive drag. I'll bounce onto more tutorials next.
This works awesome for me, thank you so much for sharing!
I tried in every way I followed the tutorial to the letter but the player with the controllers does not move .. can you post the modified project?
Doesn't work for me in 5.4.2, I debuged the blueprint, and EnhancedInput works, but Camera vector doesn't give the correct number, It gives a static one, It doesn't update. I don't know what variable to put there.
i had the same issue, added a "floating pawn component" in the VRpawn BP and works now, altho it makes you float, but the inputs work
For some reason, my thumbsticks are not responding? mapped them to Valve Index
I'm not really sure what went wrong for you. Apart from making sure they the name is valve index (L) thumbstick x axis and y axis, I don't know. It should work the same way.
Try to diagnostic it in the vrpawn blueprint. Make it print out the value and see what it spits out. Best of luck to you!
check when u duplicate IA , to not use the same description , happen to me in 5.3
I use Meta Quest 3 UE 5.4.2 movements was reverse, Also only moves left and right, not back and force
in 5.3 fails , idk why , but once you put the 2 oculus touch controllers (X and Y) in the IMC_Default, it never detects the controllers again once you press play
So error was because I duplicate, description of the IA cant be the same...
wow, this is simple and great tutorial. Thanks for creating it. This is exactly what I was looking for. I was able to get everything working as expected. However, the Character is spawning above the gorund and in mid air. which is prevernting from accessing the scene properly.
is there any fix for this?
great tutorial. is there an easy way to be able to fly up and down too, when you look up or down? i tried it in a map with no gravity, but it stays level.
Thanks. Maybe you can use the standard character movement for that. I realized I probably need to make my own custom forces for movement instead of the standard unreal engine ones. The inputs here only work on the x and y axis, so you would need to add a z axis input on the a and b buttons. That's how I would do it. You say you want to go where you look at though. I didn't think of that. I'm not sure.
I'll try to make some time for expanding on this tutorial. There are still some things I can improve and show.
@@ImpalerVR thnx for the reply. i tried a lot, now i think it needs to know the pitch rotation of the headseat to know at wich angle it should go up or down. But i couldnt figure out how so far.
thank you for the tutorial!
the other one i had used independent turning (like you had to use right stick to rotate your movement direction)
this one was exactly what i needed, and it was only 5 minutes :D
I'm pleased to see it helped you! I don't know why there aren't any good and short tutorials for VR in ue5, so that's why I made this. I didn't set up rotation with right thumbstick yet though.
Best tutorial by far! Thank you for actually understanding what you're teaching unlike so many others.
Thanks for the kind words. I made it as if teaching my past self who couldn't find a good tutorial and had to solve this the hard way, so of course there are other people still in that boat.
Im trying to follow this tutorial but right off the bat i cant i dont have a input folder and i cant create an input action either please help
huh, I'm not sure. Are you looking in the VRtemplate project and there is no input folder? Does the game run regardless if you put the headset on and you can teleport? When you click right in the content drawer is there no input option below create advanced asset?
I wanted to give you a better answer, but this should be there the first time you open it without any tinkering so try making another VRtemplate project. Otherwise I don't have enough information to figure out what's the issue.
@@ImpalerVR damn well that's unfortunate. Yea I made new projects and everything I followed your instructions to make a new input blueprint thingy but when I tried I couldn't find the option to make it
That sucks. I'm sorry, I don't know what the fix is for that.@@Tyler_the_pebble
@@Tyler_the_pebbleit's a plugin just go to the plugins and search for enhanced input.
don't forgot to remap 'turn-snap' to the right thumbstick X-Axis. otherwise you would have 'left movement' and 'turn-snap' on the same action mapping
I forgot to mention. Thanks for pointing it out. I usually turn off snap turn entirely, but that's just personal preference and most people still use it.
Thank you! This is exactly what I was looking for!
glad to help
How can I switch from the snap turn that's already on the left thumbstick ? I tried deleting it but it doesn't work.
To disable snap turn, enter in the VRpawn blueprint
and disconnect all the pins coming from the enhanced input action IA_turn (should be the second or third down and commented as such).
If you want to switch that from the left controller to the right, then enter the default imc and change the turn input mapping from the left controller thumbstick to the right. Basically the same name it lists there but with an (R) instead of (L).
I hope this helps you!😁
Nice tutorial, but I have some questions.
It doesn't work from start, I think it is because of my Quest 3, so it doesn't work with key values in IMC_Default (I added Oculus, Valve, Vive and Windows Mixed reality)
And my vr hands disappeared.
Hope you can help me solve this problems🙏
Sorry for the late reply. The oculus touch should be working with all oculus type controllers. I myself use the quest 2. I think your problem may be that it doesn't auto-possess your VR pawn. Especially if this is your first time and your default teleportation movement doesn't work (please try this first), then search auto possess player in your VR pawn and change it from "disabled" to "player 0". That should get it working if I guessed it right.
thank you bro
Thank you a lot, can't find a better tutorial for this (only 5m of my time :) )
I know, right? So many videos rambled on for 10 minutes to get a scrounge of useful information and of course they are very unstructured. I made what old me wanted to find back then, not what some lazy youtuber would. Thanks for your words. It feels good to be of help.
This also work for me!! Thanks!! U saved my life.
I setup everything so I can move forward/backwards/sideways with the left thumbstick and snap turning on the right one, but if I hold something, like the guns or the cubes, I fly through the floor and just go backwards. Any ideas? Thank you very much for this, great tutorial :)
Thank you for the kind words. I now realize I need to resolve these issues. I think disabling collision to the player model should make it better. I can't wait to get my exams done next week. I'll have the rest of the summer to work more on this project and fix all these unintended side effects. I'm sorry I don't have a good answer right now but I'll be back.
@@ImpalerVR Oh, don't worry, it looks like this is something that is still relatively new and we're all working together :) I'm a Blender user and I've just started to learn my way into UE to combine my workflow between the two softwares. This is going to take a while, although being a Blender user helps a lot to move around UE. Thank you again for everything and good luck with your exams 🖤
Some way to change the tallness?
I just finished my exams, so I'm going to look into this. I know the problem with the virtual floor not matching up with the real one. The core steps of making this work are still the right way to go about this, but I will soon update how to make this work better.
@@ImpalerVR Goat
How do I slow down movement?
Create a float variable for speed (a value less than 1.0 to slow it down) and multiply the action values for MoveX and MoveY by it, before connecting them to their respective pins for AddMovementInput.ScaleValue
Thank you so much it works like a charm, im trying to adjust the speed but i dont see where to change it, do you know how?
I'm glad to hear it worked for you! You can adjust the speed by searching for max walk speed in the details tab of the vrpawn blueprint or instance. You can change it to however many cm/s you want, though I didn't try to modify it yet so I'm not sure if that is the solution or now that I'm looking into it I didn't know that the game can detect when you are crouched. Maybe it sees you as crouched when your head is below the middle of the capsule.
Anyway, I hope this solves the speed too. What other VR feature would you want a tutorial on?
Thanks ill try that, and if you could do a tutorial on teleporting to a location on a widget by pressing it i would really appreciate ir haha, im stuck on that right now, my solution was that when you pressed it it reloaded another level on the location i wanted, but that implicates having a lot of unnecessary levels instead of just teleporting on the same level, anyway thank you so much, happy new year
@@ImpalerVR
it worked!, i set it at 50cm/s and its perfect, thanks!!!!!@@ImpalerVR
@@kikin13579 I didn't try to make a map for my games yet, but I understand that you already have one and you can get the coordinates for the destination so you only need to find a function that snaps you there, so it should be an easy fix. I'll see if I make a tutorial on that in the future. And thanks! I know it's a bit late, but happy new year to you too!
Nice work, thanks a lot
I'm glad to be of help!
is it just me or when i did this, I was floating in the air twice my usual height. Anyone can help me?
Not just you. I tried solving it with the type of play space you put in the blueprint, but I still can't solve it. I'm still not sure what is causing the problem.
@@ImpalerVR did you ever solve it?
Nice tutorial !
bro where is the quality of the videos its a 360p video . i see nothing
Hmm, I am curious. Are you watching the video on a 1080p or 1440p screen?
@ImpalerVR 1080p
Всё работает!Спасибо!!!
Thank you!
thank you it really helped
i dont have a input folder
that folder isn't necessary. You can make one yourself and name it whatever you like, it doesn't make a difference. It's the input file that's important.
The problem comes when you pick a cube or a gun and then starts flying.
Yeah, I did notice that happen. I didn't think it was because of the moving. I think the collisions need to be adjusted so it ignores small objects and make it that the actors become a component of your VRPawn when you pick them up. I'll have to look more into it, especially if making a full physics based game, which is what I want to make. Thanks for the feedback btw!
@@ImpalerVR For sure is because of the capsule component
@@alfredogarciabarroso but most VR games use it. I'm really not sure how they make it work. I actually don't know what games use 1 to 1 collision models to what you see.
thx! brasil o/
note: I had to change the pawn to a character