Migrate your First Person Unreal Engine Project to a VR Project!
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- Опубліковано 8 вер 2024
- If you started gray boxing out an Unreal Engine level in the First Person Template and want to flip over to VR, the "migrate" tool is a great way to move your level to a VR Project. This doesn't "convert" your current project, but it's a great way to get your level moved over to a project with all the VR stuff.
Thanks a lot! Helped me not having to rebuild my entire scene. Currently in UE5 2.3
Awesome! Yes! I had the same problem. 😁
Watched the whole video, I am trying to make Archviz for VR , I hope this work
Great video! Keep it up!
This is a long video with occasional annoying pauses. Folks watching on a laptop/desktop can use the very handy UA-cam shortcut keys of J (skip back), K (pause), and L (skip forward).
Press Shift and then the , key to slow the playback speed by .25x.
Press Shift and then the . key will speed up the playback speed by .25x.
Summary
J = Skip back 10 seconds
K = Pause
L = Skip forward 10 seconds
Shft + , = Speed up by .25x (use multiple presses to get up to 2x)
Shft + , = Slow dow by .25x (use multiple presses to down to .25x. Shout out to DJ Screw)
Fantastic!! Thanks a lot!
Ya! Happy to!
fantastic video - thank you!
Awesome! Thank you for the kind note! All bests!
Brilliant, worked like charm, thank you very much! But the Indirect Lighting Intensity of the imported FP scene stopped working for some reason for me. I must sort it out.
awesome!
Hey i got a question. Do all unreal engine scenes in epicgame market place convertable into VR mode?
You prob could but some would require a lot of rework or gutting of assets etc.
@shimmeringtrashpile so if I got a powerful PC, I will need to optimize the scene less than vice-versa, correct? So it is all about the power of a PC
Very informative video, I'm having a problem, when i try to teleport through the map it's moving in very small increments, hardly moving at all, the teleporter isn't going ahead to where i want to go to, the blue circle doesn't go snywhere but near my feet when i push the joystick
Thank you! I haven't run into this problem but if I do, I'll definitely dig in and see what I can uncover.
Sounds like you should check your navmesh? Is it adequately sized, are you spawning inside it etc...
@@PhilCPT thank you
Thanks for the vid. Do I have to first place my walls, floors etc into only the FirstPersonExamplemap? Can I not get them into an Architectural template instead, and migrate from there? Thanks again.
Ah! Yes! Assets from any template should be OK.
@@shimmeringtrashpile Thanks fella.
Just what I have been looking for! Thank you! One question: can this bedone with UE 5 too? And lumen+nanites?
I havent' dug into UE5 yet. I'm waiting for the bugs and features to settle before I dive in. I have some larger-scale projects that aren't going to switch to 5 for quite some time, if ever, so I'm staying focused on 4.x for now. Sorry I'm not of any help there! If you find out either way, please update in the comments here as I'm sure people are curious!
@@shimmeringtrashpile Thank you!
@@sabomarius128 will let ya know if you haven't figured this out already. Working out today on a large scale project
Hello,. Need some help, when I add a first person character to my scene it works, but as I import my models of the house the character doesn't seem to move anymore . Could you tell me how to fix that?
Great video, just curious though, is there a reason you aren't using UE5?
Hi! Great question. All of my projects for pay and otherwise are on 4.x and won’t be migrating until quite a while after they launch. Also, I teach with UE, and I don’t want unexpected bugs and incompatibilities to prevent a student from learning quickly and joyously.
Thanks for tutorial, but i cant' find what i looking for... I need to preserve the hdm and hand grabs functionalities of the VR template mixed with the locomotion system of the FP template (walk, run, jump) and then set the inputs of FP Template (wasd) to VR controller, is any way to do this? Thanks!
Ok here we are again, i did a inverse process, i just plug the hdm in the FPS template and work fine, now i have a locomotion system of fps and the hdm for VR and works fine, only remains set inputs for movement of the players routing on the vive controller, searching on the UE forum, i read about of the openxr still not work's properly with the vive's controllers...
I need help :( UE 5.2.1 keeps crashing when I try to create/open VR template. I'm on iMac. Any fix? Thanks in advance
I have not run into this problem but I'm also not yet on UE 5.2.1. I'll update here if I run into that.
Also, if you discover a fix feel free to post here!
Seriously? is this really the only way to "add" VR to an existing project?
If you want to manually add the VR config to a blank Unreal project, you might be interested in this page in the Unreal docs: docs.unrealengine.com/5.3/en-US/xr-best-practices-in-unreal-engine/
@@shimmeringtrashpile Thanks, looks like I have more reading to do. I am just starting to go down this path to start building a game and I guess I was being a bit ignorant to think that by now it would be as simple as a toggling VR support on and off in the editor.
@@Jwalk9000 yes. It is great that there are so many UE videos online but there is also a _reason_ there are so many UE videos online. 😂 😔
There'd be quite a bit of changes to do, if you are converting from a first person game to a VR one. Namely, you'd want to ask how you intend on experiencing the VR version, are you still going to be seated with the headset on, or will you be standing, using motion controllers? If you are standing, you'd want to add controller inputs that rotate the player, rather than if you were seated with a keyboard, you'd have to use a keyboard press input. Then, you'd want to be sure to figure out seated versus standing eye level playspace recentering. @@Jwalk9000
Content browser, - Add, - Feature or Content pack, - VR Template...worked for me, BUT, my nice map has terrain, not flat surfaces so navmesh lets me wade/teleport through the soil in places... maybe there's a way to make navmeshes more 'sensitive' to the environment...