Build User Interfaces In VIRTUAL REALITY For Unreal Engine 5
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- Опубліковано 6 лип 2024
- Ready to take your Virtual Reality experiences to the next level in Unreal Engine 5? This video will show you how you can build 3D user interfaces that you can interact with using your controllers.
00:00 - Video Intro
00:30 - Widget design and blueprint setup
04:00 - Widget interaction component
09:03 - Pressing buttons
12:43 - Final result
13:15 - Next steps
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非常好的教程,帮助我解决了困扰很久的问题,十分感谢!
More VR Content please!!! This is great stuff!
Always great when Virtus uploads a new video. Great tutorial.
Thank you!
This was a fantastic introduction video. Thank you for posting. I am using UE5.3.2. In the introduction video, it's noted that due to the version upgrade of UE5, a case has arisen where buttons cannot be pressed, so I'll provide a solution to address this. The problem now is that the VR template's input action system has changed, resulting in triggers not being activated unless the menu is opened, according to the blueprint settings (refer to the settings within the 'Menu' blueprint). The setting for pressing triggers is also included in this 'Menu' blueprint under 'EnhancedInputAction IA_Menu_Interact_~'.
To remedy this, a new input action needs to be created within the input folder of the VRTemplate and linked to IMC_Default. Since there's already an input action named 'A_Menu_Interact_~' for both left and right, it's advisable to copy this. (If you don't care about management, you may be able to just link the existing "A_Menu_Interact_~" input action to IMC_Default.)After copying and renaming, follow the existing trigger press settings in IMC_Menu to set up a trigger press action in IMC_Default. Then, by configuring the newly added input action in the VRPAWN blueprint, following the 'Menu' blueprint under 'EnhancedInputAction IA_Menu_Interact_~', the widget buttons will become pressable.
Thank you! This helped me build my VR project for college :)
please can do it one video or any place for see how fixed, im so bad for this things. thanks
Really cool stuff, I am surprise this video doesn't have more likes
This is more than appreciated, thanks a gazillion.
I’m glad you liked it!
Hello, I've set all the necessary world dynamic collisions but my debug lines dont seem to collide with the UI and i cant interact with it no matter what I do, do you have any idea what could be wrong?
Other than that, Great tutorial so far!
Thanks for the tut!
Thank you for the video !
Thanks man
I have always wished to see a complete walkthrough of the VRPawn Blueprint. I would love if you could do that. I think it would help new VR devs so much. Thank you for your teachings!
Hi i would like to know if i can interact with widgets like this using hand tracking from metaXR in quest 2.
Great video btw!
Great Tut!!!... can you please make a tutorial of packaging this VR experience and send it to my client who has oculus device but not UE5 installed?
So much changed since version 5.1.1. Is it possible to update the video?
yeah im in 5.3 some things changed, already filled
This is all great, of course, and the internet is full of such tuts.
But debug rays will not be displayed in the build - what should be done in this case?
cool. but how do you spawn the widget with a button so it's not always in scene. like a pause/start button?
Hi i just new to this, but i have a project that i have made in third person in unreal engine. actually i made this for vr, but i dont have any vr console yet so i made in third person for now. so how to change this into vr? would i have to migrate all the data? your answer will help me a lot 😊
Hi:Could you give me some ideas of my ue5.2 Vr Project:My project is real-time speech to text, the widget has a preset Chinese, the player reads out, generates text in the widget, so this speech recognition plugin, originally written in the first person, so I want to display the widget in my VR scene, and see the text recognized in real time, now the widget in the scene is completely unresponsive, but this widget on the helmet has work.Thank you!
Hello there,
Thank you so much for your tutorial, it helped me a lot. But, I want to the line pointing to the menu to appear only when I am pointing to a menu, Is it possible? and how? I couldn't find anything about it on-line.
Hi, my button on the 3D widget is not triggered if it is placed about an object. I think this is related to the navmesh. Do you have any idea how to fix it?
Is there a tutorial that explains level design. All I can find are the setups.
Thanks bro✨💪
I need your help please. I add widget web browser with interaction on UE5.1 and It's work good 😊 but when I packaging my project I don't whatc the web page and so it's Not work. Please help me🤔💪
Really great tutorial, can you please upload some more UI tutorials for VR more like switching between different widget blueprints in VR and stuff like that. Or how to change the widget class on an existing 3d widget
ua-cam.com/video/8sjkN4AX09I/v-deo.html&ab_channel=TecDevStudio
I need some help, I created a UI with exact same method but when i Click on a button all Input actions are blocked from the controllers. I even changed the motion controller blueprint to press and release correctly.
what is the name of the controller used @VirtusEdu ?
ue5 vr input action trigger command. There is no such command in 5.3 unreal eng. What is the current version of the command?
Hello! Is the problem that the blueprint for "inputAction TriggerLeft" cannot be found? I have also encountered the same problem. Have you resolved it?
@@user-rq8qy5sg4kyou need to add it as an input action
New input triggers : enhancedinputAction
with the VR Template there is a mapping context added in the pistol blueprint for the trigger. You can copy that into the VR pawn and run it on begin play. Hope that helps :)
Would love so info on using a Katwalk C2 Core with Unreal projects
Danke!
Hi very helpful tutorial! thank your very much for sahring the knowledge🙌 im having an issue when packaging the project for quest 2 that the debug pointer of the Interaction widget has an offset between the 2 eyes, so is doubled. Thanks again
me too!
Solution (it's late but maybe can help another dev): go to Projects Setting and type "mobile multi-view" and uncheck it
Quality content.
You have not linked your UI video in the description below.
Hi! Thank you so much for your tutorial! It was really so informative!
I just have one question. How can I toggle this widget? I would like to turn on/off the menu via one of the button but don't understand what logic I need to write. Is there any other way than destroying the spawn actor?
Thank you so much for any information
There's a function for setting the visibility called 'Is Visible', you can use that instead of destroying the actor
@@VirtusEdu thanks a lot!
please help I didn't have a pointer to click in VR and I don't know how to make it!
Hello, I do not see the UI Video in the description. Which video out of your wonderful collection is it?
Here it is :) ua-cam.com/video/198AMGtdo-E/v-deo.html
Hi,
I have created a widget interaction for my UI menu and everything works as it should, except that the 2 lasers(Ray trace) are coming for each controller.
I have done no extra modifications to the standard debug that is part of the widget and also I have tried absolutely everything including disabling instanced stereo and mobile multi-view.
I tried different unreal versions 5.0.3 and 5.2.1 and also I checked in UDN the same issue had been already raised by someone but didn't find solution for it.
Please let me know if anyone resolved this issue.
where is the initial UI video that is mentioned in the beginning? I would really like to see how this was made!!
ua-cam.com/video/198AMGtdo-E/v-deo.html Here you go :)
I can't even read the answer
ua-cam.com/video/198AMGtdo-E/v-deo.html
Hi excelent tutorial. but i tried to do and i coulndt becuase i see that in UE5.1 the blueprint of VRPawn is different.. i dont have the inputsactions triggered like you. do you know how can i do with the last update?
Hey, glad you enjoyed! You may need to manually add input actions in the project settings and then implement them in the VRPawn blueprint event graph. However if that still doesn't work, join our discord and our team will be able to help you 1 on 1
Great tutorial as usual, one thing missing: these are debug lines , you need a part 2 to explain how to add a true line, the debug lines wont show in a build that is non development
We can definitely do more VR content if there are enough requests :)
@@VirtusEdu this should be a no brainer considering the complete lack of VR UE content online
my VR controllers of VR pawn are not moving in the project file. I'm using the VR preview mode and it's working in a new project file. I checked the blueprint, the settings, but I have no idea why the hands are not moving at all.
How could the menu be visible/invisible by using toggle?
What do I do if the input Action for the left and trigger isn't in the VRPawn Eventgraph? I have the Grab right and left, but no trigger.
Use the Left GamePad Trigger or the Right GamePad Trigger
@@huntermlbb8353 I only have EnhancedInputAction IA_Grab_Right and Left.....
how i can make for exmaple . i have 4 box . each one has wood , 2nd box has marbel . 3rd one has : plastic . and 4th has metal. so and i have a chair . by selection one of thos 4 box and chair gonna load that surface . thnx in advance .
There's something I really don't understand in the video. How does he get his Widget component to take up only the space for his menu and not the space for the Canvas?
I'm trying to create a Widget for my VR application that expands when clicked and it's really hard to get it to scale properly.
At the moment, in my BP_SpawnUIElement, in order to respect the size of my menu when it expands, I have to modify the size of my Widget Component, and so in my scene I end up with objects that are the size of the canvas.
I dont't have the "3D widget" trace channel. Using Unreal 5.2
nice tuto.. can you create a tuto to change material using vr for achi viz. please
very goooooood❤❤❤❤❤❤
How to Enable Motion Blur in VR?
cuando haces una explicacion igual pero con unreal 5.1
Yo I see you're still going strong! Im not very interested in game development but found your channel a while ago so im just checking in to see how you're doing.
Hi, I tried this, but my buttons are changing colour when hovered over but not performing its on-click functions. It's not being clicked. And unlike in the video, in my VR pawn, I do not have an input action trigger, I only have an input action move, input action snap and input action turn. So I created a custom input action pressed, and released for both Widget interaction Left, and right, and connected them to press pointer key and release pointer key functions. It still didn't work.
same not working at all and tbh unreal is really making vr dev super hard unlike unity
I have the sme problem as well HELP ;-;
@@cws_2141 hi have you found the solution? im having the same problem
If the click event does not fire: Use "Press Pointer Key" node instead of "Press Key" node from the WidgetInteraction component.
Hi there! Where can I find InputAction TriggerRight or Left in unreal 5.1?
To find the InputAction TriggerRight or TriggerLeft you need to create an Input Action Blueprint in the Content Browser. In the Blueprint Editor, you can add a new InputAction with the "Name" set to either "TriggerRight" or "TriggerLeft" and the "Key Event" set to "Pressed". Once created, you can use the TriggerRight or TriggerLeft InputAction in your project. Keep in mind that you may need to map these InputActions to a specific input device in the Input Settings of your project.
Thank you very much.
I placed a spawnUIElement menu in the level. But it won't show texts and buttons. Could you tell me the reason?
Never mind. It shows the menu when it runs in Quest2. I don't know why it won't show when it plays in the level editor.
please more vr content 🙏
I dont see the 3dwidget under collision
Men you saved my ass
Right, so I shouldn't have followed the video before this creating the UI. Now I'm stuck in my 3rd person project and this new vid was ofc in VR :S
How could Enhanced Input be handled instead of Input Action Trigger Left/Right?
Did you find a solution, I am having same issue, I can not find Input Action Trigger Left/Right only Enhance input from bindings that I created for triggers, I am not sure why is not showing maybe cause they changed something in UE 5.2
Hi Virtus great tutorial however when I try open level the game crashes and loads me back to the oculus home menu and the launch is complete in unreal an error pops up "Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp] [Line: 2098]" got no idea why this happens spent weeks and got nothing any ideas would be amazing
hlo sir
pls upload AR tutoral using unreal engine
ffs why can't I see it in my world 3:00
Oops didn't read its was for vr only
I do have a PC UI video which is definitely worth checking out!
@@VirtusEdu sure👍
Isn't Jerian?
я ниче не понял, объясни так мне лень видос смортеть
More VR Content please!!! This is great stuff!