I'm trying out a new tutorial style and I would love to hear your feedback. Let me know if you find this format helpful and easy to follow. Your input is super important to me as I work to make the best content possible for you all! If you get stuck at any point or have any questions, feel free to respond directly to this comment and I'll do my best to help you out. Thanks for watching and happy developing!
@@ThatTechGuy123 Thank you, I got that piece of feedback a lot, now I'm gonna do it this way and make sure to maintain a precise direction so I am not wasting any time. I think this format is also more helpful for me professionally since I eventually want to go into teaching within the next 20 years or so.
@@QuinnKuslich Its good to have you back (for us), but we all know making youtube unreal training is a thankless, often profitless job. It's invaluable to the thousand or so viewers who you're making it for, so I think I speak for everyone when I say that we're thankful for anything you're willing to put out there. Thanks again.
@@robertadams3925 hey man, I really appreciate that but this community, and you guys leaving comments on my old videos is what got me back in the first place. I didn’t realize how much these tutorials were helping people.
Really great functionality, thanks so much!! Some feedback: It would be much preferable to explain what the functions/logic are doing and *why* they're setup like that, rather than just explaining what to create/write exactly. The value of a step-by-step video over just being given a project file is in the explanation of creating the logic (what it does and why). At least, valuable to a software engineer like me ;~;
Thank you for the feedback! I have received this one a lot on this particular video and I adjusted my future videos to include explanations. I am trying to teach the why just as much as the how now.
I would like to thank you for this great video. I only do this as a hobby and am dependent on good tutorials. I hope you bring out more videos! Your pronunciation is perfect and you have a pleasant voice. Thank you very much
Thank you Quinn, I really love your videos. I have lots of suggestions for videos but I'll first watch your other videos to check what you've already done.
That was a good tutorial! A bit speedy and a lot to process but it does work, although I think I will need to do some tweaks. Would be good to see checkpoints, that way we can test to see if everything is working how it should up until that point. Took me a while to get through. Very keen to see your tutorial on physics hands built off this. Could end up being the go to tutorial for all vr developers on youtube. Very advanced stuff. Thank you.
Man ! I didn't watched it yet but this tutorial comes on point, I just started a personnal project and needed this, I was following your earlier tutorial for hands grip and I got a bit bummed that UE changed their input methods. Thats so cool that you made an update ! thank you !
Hi Quinn, amazing tutorial, I just finished it and it was fantastic. Could you help me with a problem? My hands are no longer able to collide, they pick up objects but pass through them, how do I fix this?
Yoooo!! Glad to see this is out! For future tutorials, it would be awesome to see you implement realistic guns or melee combat! Quick question, does this tutorial also include the ability to make preset grip poses so we can swap between that and procedural? Thanks!
Just procedural grip poses in this one, I was planning to do snap grip poses soon! As for male and gun combat, that is also something I have been prototyping.
@@QuinnKuslich Very cool, I’m excited for the later parts of this tutorial! Awesome! Yeah I can see melee and gun combat working super nicely with this. Good luck with it, keeping my fingers crossed. My project yearns for combat lol
Hey Quinn, top-notch tutorial, but I have a question. How do I setup collision for the hands, so that they don't clip into an object when picking it up? Also how do you recommend to tweak the splines, so that they are more optimal? I once again want to thank you for this tutorial as it helps me not only get closer to creating my project, but also you teach me how to navigate UE5.
Absolutely love this tutorial. One of the better ones I have found in general on VR and Unreal. I do have one question though because I can't get this to work as smooth with the Pico 4 and was wondering if there was any settings too it?
@@QuinnKuslich That is a good point. Did not think of that. I did follow your guide to the point but somehow the grip animation was not as it would be per "my" own config on anim. Thanks!
@@ThatTechGuy123 yeah I have a current working prototype, but it’s not super stable. I’m currently working on refining it because I don’t wanna make it tutorial for something that I don’t think is more than 90% effective. It’s a small rule of mine.
@@ThatTechGuy123 let me know how that goes for you. My biggest issue is that it only works on one of the hands and it’s super taxing on performance. It’s also hard to determine where you’re putting the collision capsules on the hands.
@@QuinnKuslich do you have discord? I was thinking that it could just have physics for the finger tips and it would stop the animation for the rest of the finger. I can see this being very taxing I'd the entire hand needs to be physics control. I was even going to go a step further and try doing physics control for the body.
Hello! Many thanks for the tutorial. There is one question I want to ask: Is there a way to adapt this system to OculusXRHand component for hand tracking?
It would be great to see video about space grab movement, like in OVR addon for SteamVR, but fully remade in UE5 without these kind of addons. It will allow to limit non-needed moves behind the walls / scenes
So i have followed this whole tutorial in 5.5. I know you have not tested it but everything works besides the fact the fingers do not stop but instead close all the way.... unsure if its 5.5 or my own error somewhere. ive watched a few times and cant find any differences....
After further testing with draw trace on i can only get it to collide when its right at the bottom of the wrist for collision and then the distance is reversed so if it collides its full open. Ima check all my math pins to see if i reversed any. Edit: double checked all math and its correct so im a little lost now...
Thank you so much for this awesome tutoriel! My game will be so much better with the things you explain on your videos. Can you make un tuto about gun et interatible custom object? like levers, wheels. And a climbing system! Thank you for your work
@@Ryley_Fair this is a really good breakdown video on how physics hands are setup if you want to try it before my tutorial comes out ua-cam.com/video/rqLEL3kE4hc/v-deo.htmlsi=kSHnARsYHm0dHHma
Great tutorial, super easy to follow! I've got the procedural grip working great from in a blank project, but now I'm trying to add it to the GDXR character and am running into some issues. It would be a great starting point if they work together. If you have any insight it would be much appreciated, thanks!
@@QuinnKuslich GDXR comes as a VR template project, so I'm not sure if there's any one tutorial that would give you all the needed info, but this is the channel - www.youtube.com/@GDXR. I'd be happy to share my current project file if needed, where I've basically just tried to implement your tutorial on top of the GDXR character setup.
@@QuinnKuslich Yup! My plan is to try and get the procedural grip working in GDXR and then implement Mimic Pro for IK. It would make an amazing starting point if I can get them all to work together.
daaaam thanks bro thats so well done. I know the kids that think game design is easy and fast will complain why the tutorial was so long but fk them XD, they need to learn to skip time in video. Again thanks a lot for this! def subscribing and folowing :D
The Current Pose Alpha Point serves as a blend factor to transition between: Idle pose or default hand position. Dynamic hand poses, often driven by input actions, motion controller values, or grabbing states. The alpha value typically ranges from: 0.0 → The starting pose (e.g., fully open hand). 1.0 → The target pose (e.g., fully closed fist when grabbing). Practical Application VR Hands: Blending between open and closed poses based on grip input. Smooth Transitions: Use interpolation to smooth abrupt transitions. Interaction Feedback: Provides visual feedback for grip intensity. Don't ask me how that works though :)
Amazing video Quinn! From a feedback perspective, I would love if your videos had a bit more explanation. There are several functions that went unexplained which makes it hard to understand and we end up just copying code. Also if Im not wrong and I did watch ur video twice to make sure I didn't fuck up, I believe by only setting the Finger Data on Try Grab we are damaging the grab animation when we are not actually grabbing an object. Because the values will stay at 0 and it will never leave the straight pose.
great tutorial. loving the content but ive ran into an issue with my attempt at it. It appears that its doing the animation that i set up following your tutorial, however the fingers are not stopping on the surface of objects. its like the line trace isnt working. im not really sure to be honest but where would you success looking first to try and figure out what I did wrong.
never mind i figured it out. The edit you added in around the 1 hour 6 minute mark, i put all that code in the try release instead of the try grab. now it works perfectly. side note, the second time watching through the video i noticed a whole bunch of helpful fly in graphic tips. It might be helpful to add sound when those come on screen. I dont know about he rest of the people watching this but me personally, i was just listening and doing the project along with you (unless I had to pause) so i missed most of those comments the first time around.
@@viledeacon9995 yeah I honestly stopped doing those, because they were super intensive to edit in. And now I just explain everything in my later tutorials. But I really appreciate the feedback! I just wanna make the best of the tutorials I can on this platform
Hi how’s it going I am very interested in getting back into game development, specifically into the VR component of gaming. How would you go about grabbing an active NPC such as in games like blade and sorcery and walking dead saints and sinners. I am making a project that incorporates the mechanic in NPCs and Player models into the game.
@@TonywithaT I can be available for that, it kind of depends on how much time you’re gonna need but if you need basic advice or guidance, that’s something that I can provide
@@QuinnKuslich it would generally be for bug fixes and smaller tasks. I would respect your time. I had a background in cad product design / 3d animation but it’s different programs. How can I reach out to you?
Yeah, pretty much. It’s got some differences because I worked it into the existing system in 5.4 since they added hands to that pawn where is in my original version they did not.
I dont know what i did wrong on my end but it wont work for some reason, even after I checked on the video twice I couldnt figure out the problem, only the index and thumb fingures can move while the pinky, ring and middle fingers wont and when grabbing somthing the hands gose in to the strech pose.
@@Morayfij at the earlier parts of the tutorial when I’m filling out the functions for fingersteps and get finger data. We set up a for loop and then we assigned the finger integer variable to it. And a lot of the time whenever I’m building this function I always forget to assign a value to that integer so it doesn’t fire. It needs to be set to four.
To any of those confused as to why it might not work its easy to not notice near the start of the video that you have o set the fingersteps int to have a default value of 4 it
@quinnkuslick Hey thanks for the tutorial! I can't seem to figure out why this error keeps coming up after exiting out VR preview(comes up around 50 times): Blueprint Runtime Error: "Accessed None trying to read property Finger Splines". Node: Add Graph: Get Finger Steps Function: Get Finger Steps Blueprint: VRPawn
@@tritium0728 are you making sure to set them in the function. Accessed none is an error that pops up when your code is trying to use a cable that does not exist. Make sure you double check that part of the tut
This is a good tutorial. As a developper, I could see lots of improvement in the blueprint BUT, it is only a mater of taste. If I could give you a little advice : Try explaining what you are doing and why. Because, I was just copying what you did until I realized what your was doing, and then, I started to understand better the purpose of all these variables. Perhaps, show us the results before starting to implement the solution. Then, explain the purpose of the splines, the purpose of each functions you are creating and why they are necessary. It is a geat tutorial, but I think it lacks some explanations. Keep up the good work
@@elganzandere technically it could, however, in most cases where you would need a non-VR procedural group it would be easier just to create an animation for the objects you want to pick up since you have control of the camera. You could basically make it the camera and character do whatever you want them to and have full control. With VR you need to have the option to allow the player to grab any way they want not something you need to worry about as much standard 2D medium
I'm trying out a new tutorial style and I would love to hear your feedback. Let me know if you find this format helpful and easy to follow. Your input is super important to me as I work to make the best content possible for you all!
If you get stuck at any point or have any questions, feel free to respond directly to this comment and I'll do my best to help you out.
Thanks for watching and happy developing!
This is much easier to follow. Your other videos were short but i had to pause so many times that it was annoying.
@@ThatTechGuy123 Thank you, I got that piece of feedback a lot, now I'm gonna do it this way and make sure to maintain a precise direction so I am not wasting any time. I think this format is also more helpful for me professionally since I eventually want to go into teaching within the next 20 years or so.
Hello, follow your Video ,but my Finger no Animation。why? Looking forward to your reply!
@@Unknowww_Z i’m not totally sure, go into the VR pawn and plug in a print string to the Getts function and let me know if it fires
@@QuinnKuslich i'm try string to SetupFingerAnimData,it is ok,
FINALLY! Haven't been waiting a year or so for this or anything! Welcome back Quinn!
I wish I had completed it sooner, but I ended up having to move after my "I want to start creating again video" So all my stuff had to be pushed back.
@@QuinnKuslich Its good to have you back (for us), but we all know making youtube unreal training is a thankless, often profitless job. It's invaluable to the thousand or so viewers who you're making it for, so I think I speak for everyone when I say that we're thankful for anything you're willing to put out there. Thanks again.
@@robertadams3925 hey man, I really appreciate that but this community, and you guys leaving comments on my old videos is what got me back in the first place. I didn’t realize how much these tutorials were helping people.
Really great functionality, thanks so much!! Some feedback: It would be much preferable to explain what the functions/logic are doing and *why* they're setup like that, rather than just explaining what to create/write exactly. The value of a step-by-step video over just being given a project file is in the explanation of creating the logic (what it does and why). At least, valuable to a software engineer like me ;~;
Thank you for the feedback! I have received this one a lot on this particular video and I adjusted my future videos to include explanations. I am trying to teach the why just as much as the how now.
I would like to thank you for this great video. I only do this as a hobby and am dependent on good tutorials. I hope you bring out more videos! Your pronunciation is perfect and you have a pleasant voice.
Thank you very much
Thank you Quinn, I really love your videos. I have lots of suggestions for videos but I'll first watch your other videos to check what you've already done.
welcome back!!!!! nice to see you posting again
Thank you, it's nice to be posting again.
You're doing gods work, thanks Quinn for all the great tutorials!
@@kidzorro glad to help!!
That was a good tutorial! A bit speedy and a lot to process but it does work, although I think I will need to do some tweaks. Would be good to see checkpoints, that way we can test to see if everything is working how it should up until that point. Took me a while to get through. Very keen to see your tutorial on physics hands built off this. Could end up being the go to tutorial for all vr developers on youtube. Very advanced stuff. Thank you.
This is fantastic. The contact looks so good
@@WoodyDevs thank you sir, I’m a big fan of your content!
@@QuinnKuslich the feelings mutual. I can recall a time where you helped me with a big VR knowledge gap!
@WoodyDevs I’m glad to hear that!
Thank you very much, it's great the mechanics you've put in place. I won't hesitate to buy the project to support you.
@@CstfanTube Hey thank you so much! I really appreciate that!
What a fantastic tutorial. Thank you :)
Great tutorial.
I bought it in gratitude for you.
Thank you king!
Man ! I didn't watched it yet but this tutorial comes on point, I just started a personnal project and needed this, I was following your earlier tutorial for hands grip and I got a bit bummed that UE changed their input methods. Thats so cool that you made an update ! thank you !
Hell Yeah! Good luck with your project!!
@@QuinnKuslich thank you !
HES BACK!🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
So sooooo good. You have my respect.
Hi Quinn, amazing tutorial, I just finished it and it was fantastic. Could you help me with a problem? My hands are no longer able to collide, they pick up objects but pass through them, how do I fix this?
great tutorial as always ♥ climbing tutorial would be amazing the way like in HalfLife!
This is amazing man ! Greaaaat content! Glad I subscribed
Welcome! Happy to have you!
Yoooo!! Glad to see this is out! For future tutorials, it would be awesome to see you implement realistic guns or melee combat! Quick question, does this tutorial also include the ability to make preset grip poses so we can swap between that and procedural? Thanks!
Just procedural grip poses in this one, I was planning to do snap grip poses soon! As for male and gun combat, that is also something I have been prototyping.
@@QuinnKuslich Very cool, I’m excited for the later parts of this tutorial!
Awesome! Yeah I can see melee and gun combat working super nicely with this. Good luck with it, keeping my fingers crossed. My project yearns for combat lol
Ayo? The goat posts again?
We're so back
@@QuinnKuslich Ive been waiting man glad to hear that your back :)
Hey Quinn, top-notch tutorial, but I have a question. How do I setup collision for the hands, so that they don't clip into an object when picking it up? Also how do you recommend to tweak the splines, so that they are more optimal? I once again want to thank you for this tutorial as it helps me not only get closer to creating my project, but also you teach me how to navigate UE5.
Absolutely love this tutorial. One of the better ones I have found in general on VR and Unreal.
I do have one question though because I can't get this to work as smooth with the Pico 4 and was wondering if there was any settings too it?
@@okmedialive for the pico 4 I have no clue, but it would def be in the inputs
@@QuinnKuslich That is a good point. Did not think of that. I did follow your guide to the point but somehow the grip animation was not as it would be per "my" own config on anim.
Thanks!
@@okmedialive yeah it changed bc I’m using an oculus
You're my hero
Was just watching your other videos an it was great for you to update this. Have you looked at using physics control for this?
@@ThatTechGuy123 yeah I have a current working prototype, but it’s not super stable. I’m currently working on refining it because I don’t wanna make it tutorial for something that I don’t think is more than 90% effective. It’s a small rule of mine.
@@QuinnKuslich nice to know it does work to an extent. I'm gonna start messing with it next week.
@@ThatTechGuy123 let me know how that goes for you. My biggest issue is that it only works on one of the hands and it’s super taxing on performance. It’s also hard to determine where you’re putting the collision capsules on the hands.
@@QuinnKuslich do you have discord? I was thinking that it could just have physics for the finger tips and it would stop the animation for the rest of the finger. I can see this being very taxing I'd the entire hand needs to be physics control. I was even going to go a step further and try doing physics control for the body.
@@ThatTechGuy123 I do not currently have a Discord. But I was going to start making one soon.
Hello! Many thanks for the tutorial. There is one question I want to ask: Is there a way to adapt this system to OculusXRHand component for hand tracking?
@@domenicococcorese5372 create a duplicate hand and then toggle the tracked hand invisible when you grab stuff
@@QuinnKuslich I'll try what you suggested, thank you!
It would be great to see video about space grab movement, like in OVR addon for SteamVR, but fully remade in UE5 without these kind of addons. It will allow to limit non-needed moves behind the walls / scenes
So i have followed this whole tutorial in 5.5. I know you have not tested it but everything works besides the fact the fingers do not stop but instead close all the way.... unsure if its 5.5 or my own error somewhere. ive watched a few times and cant find any differences....
After further testing with draw trace on i can only get it to collide when its right at the bottom of the wrist for collision and then the distance is reversed so if it collides its full open. Ima check all my math pins to see if i reversed any. Edit: double checked all math and its correct so im a little lost now...
Thank you so much for this awesome tutoriel! My game will be so much better with the things you explain on your videos. Can you make un tuto about gun et interatible custom object? like levers, wheels. And a climbing system! Thank you for your work
Great... Keep going ... 👍👍👍👍👍👍
i did it and i loved it there is just one thing, how do i set up hand collisions
@@Ryley_Fair I am gonna have a video out about that soon
@@QuinnKuslich cant wait!
@@Ryley_Fair this is a really good breakdown video on how physics hands are setup if you want to try it before my tutorial comes out ua-cam.com/video/rqLEL3kE4hc/v-deo.htmlsi=kSHnARsYHm0dHHma
@@QuinnKuslich thanks
Great tutorial, super easy to follow! I've got the procedural grip working great from in a blank project, but now I'm trying to add it to the GDXR character and am running into some issues. It would be a great starting point if they work together. If you have any insight it would be much appreciated, thanks!
@@subdiv3d can you send me the tutorial, just put the link in this comment and I’ll take a look at it
GDXR is pretty awesome. I like his work a lot and a lot of the times we tackle problems in the same way so I might be able to find a solution.
@@QuinnKuslich GDXR comes as a VR template project, so I'm not sure if there's any one tutorial that would give you all the needed info, but this is the channel - www.youtube.com/@GDXR. I'd be happy to share my current project file if needed, where I've basically just tried to implement your tutorial on top of the GDXR character setup.
@@subdiv3d Oh is it the plugin from the marketplace?
@@QuinnKuslich Yup! My plan is to try and get the procedural grip working in GDXR and then implement Mimic Pro for IK. It would make an amazing starting point if I can get them all to work together.
Also 20:20 is how i found out i was dyslexic
Same
Hello so I would love to see tutorial about vr puppet controled with quest vr controlers :) Cheers
daaaam thanks bro thats so well done. I know the kids that think game design is easy and fast will complain why the tutorial was so long but fk them XD, they need to learn to skip time in video. Again thanks a lot for this! def subscribing and folowing :D
Great!!! I've been waiting so long for this tuto :) Will it work on 5.3.2 ? (tuto and your project)
It should
@@QuinnKuslich Thanks for the reply! As for an idea for the next one, I thought about a natural impulse grab force with movement such as Alyx
@@G2G-VR-Games this comment came up as I was planning out in my sketchbook how to program that 😂
@@QuinnKuslich 🤣As they said in English (I think) Great minds think alike
What about climbing ladders, rock formations, etc?
hi good to see you
The Current Pose Alpha Point serves as a blend factor to transition between:
Idle pose or default hand position.
Dynamic hand poses, often driven by input actions, motion controller values, or grabbing states.
The alpha value typically ranges from:
0.0 → The starting pose (e.g., fully open hand).
1.0 → The target pose (e.g., fully closed fist when grabbing).
Practical Application
VR Hands: Blending between open and closed poses based on grip input.
Smooth Transitions: Use interpolation to smooth abrupt transitions.
Interaction Feedback: Provides visual feedback for grip intensity.
Don't ask me how that works though :)
Amazing video Quinn! From a feedback perspective, I would love if your videos had a bit more explanation. There are several functions that went unexplained which makes it hard to understand and we end up just copying code. Also if Im not wrong and I did watch ur video twice to make sure I didn't fuck up, I believe by only setting the Finger Data on Try Grab we are damaging the grab animation when we are not actually grabbing an object. Because the values will stay at 0 and it will never leave the straight pose.
Noted! I will try to do that more in the future!
great tutorial. loving the content but ive ran into an issue with my attempt at it.
It appears that its doing the animation that i set up following your tutorial, however the fingers are not stopping on the surface of objects. its like the line trace isnt working. im not really sure to be honest but where would you success looking first to try and figure out what I did wrong.
@@viledeacon9995 well how far do they go through? Just a bit or do they fully pass through the object
never mind i figured it out. The edit you added in around the 1 hour 6 minute mark, i put all that code in the try release instead of the try grab. now it works perfectly.
side note, the second time watching through the video i noticed a whole bunch of helpful fly in graphic tips. It might be helpful to add sound when those come on screen. I dont know about he rest of the people watching this but me personally, i was just listening and doing the project along with you (unless I had to pause) so i missed most of those comments the first time around.
@@viledeacon9995 yeah I honestly stopped doing those, because they were super intensive to edit in. And now I just explain everything in my later tutorials. But I really appreciate the feedback! I just wanna make the best of the tutorials I can on this platform
Hi how’s it going I am very interested in getting back into game development, specifically into the VR component of gaming. How would you go about grabbing an active NPC such as in games like blade and sorcery and walking dead saints and sinners. I am making a project that incorporates the mechanic in NPCs and Player models into the game.
I’ve seen it done in a few tutorials in the past, let me see if I can’t find some?
I’m wanting to create a mini game. As I go along. Would you be interested in consultations as problems arise?
@@TonywithaT I can be available for that, it kind of depends on how much time you’re gonna need but if you need basic advice or guidance, that’s something that I can provide
@@QuinnKuslich it would generally be for bug fixes and smaller tasks. I would respect your time. I had a background in cad product design / 3d animation but it’s different programs. How can I reach out to you?
@@TonywithaT currently the best way to reach me would be discord, once I finish work today I will send you a link.
@@QuinnKuslich thank you
Would this be the same old tutorial but for version 5.4?
Yeah, pretty much. It’s got some differences because I worked it into the existing system in 5.4 since they added hands to that pawn where is in my original version they did not.
@@QuinnKuslich Got it, great tutorial.
I dont know what i did wrong on my end but it wont work for some reason, even after I checked on the video twice I couldnt figure out the problem, only the index and thumb fingures can move while the pinky, ring and middle fingers wont and when grabbing somthing the hands gose in to the strech pose.
@@Morayfij what did you set your finger steps number to?
The integer
Also check the splines in the ABP and make sure you assigned the proper bone names
@@QuinnKuslich pretty sure about the names but could you explain more on this " what did you set your finger steps number to?"?
@@Morayfij at the earlier parts of the tutorial when I’m filling out the functions for fingersteps and get finger data. We set up a for loop and then we assigned the finger integer variable to it. And a lot of the time whenever I’m building this function I always forget to assign a value to that integer so it doesn’t fire. It needs to be set to four.
To any of those confused as to why it might not work its easy to not notice near the start of the video that you have o set the fingersteps int to have a default value of 4 it
Took me a couple days to get through the tutorial on 5.5 and it doesn't work. Probably something I missed but I'm going to look through it again
@@blakes7207 I haven’t tested it in 5.5 on my end yet. I’m Hoping that it’ll work as expected.
bro i watched your previous videos on this same topic last night wtf lmaooo
@@Official_Motionless this one’s the updated version, it works with the new pawn
@@QuinnKuslich i know lol, but strange how ive seen your video 1 day before you post a new one
@@Official_Motionless Did you end up following it it through too? The code is pretty much the same so hopefully you didn't lose any time
@@QuinnKuslich nah, just watched because i was bored
@@Official_Motionless damn was it entertaining? 😂
can u help it wont give me the preview option
0:37 did you set meta quest link to open XR runtime?
@@QuinnKuslich how do i do that btw that was a quick text back
@@PIXLI_VR in my reply you should see a 0:37, I cover how to do that at that part of the video
Do that and then restart Unreal
@@QuinnKuslich ok thanks i just went to the hand part my bad im kinda dumb
@quinnkuslick Hey thanks for the tutorial! I can't seem to figure out why this error keeps coming up after exiting out VR preview(comes up around 50 times): Blueprint Runtime Error: "Accessed None trying to read property Finger Splines". Node: Add Graph: Get Finger Steps Function: Get Finger Steps Blueprint: VRPawn
@@tritium0728 are you making sure to set them in the function. Accessed none is an error that pops up when your code is trying to use a cable that does not exist. Make sure you double check that part of the tut
ya everything is connected properly or so it looks like lol, i even purchased your file to compare everything
@@tritium0728 hmm if they are being set they should be firing through. I’m not sure why you are getting that error
Is that… Subnautica music
@@arrsenio9875 it helps me focus
This is a good tutorial. As a developper, I could see lots of improvement in the blueprint BUT, it is only a mater of taste.
If I could give you a little advice : Try explaining what you are doing and why.
Because, I was just copying what you did until I realized what your was doing, and then, I started to understand better the purpose of all these variables.
Perhaps, show us the results before starting to implement the solution. Then, explain the purpose of the splines, the purpose of each functions you are creating and why they are necessary.
It is a geat tutorial, but I think it lacks some explanations.
Keep up the good work
will this also work for non-VR ?
@@elganzandere technically it could, however, in most cases where you would need a non-VR procedural group it would be easier just to create an animation for the objects you want to pick up since you have control of the camera. You could basically make it the camera and character do whatever you want them to and have full control. With VR you need to have the option to allow the player to grab any way they want not something you need to worry about as much standard 2D medium
TLDR: yes, but it would just be easier to animate it
I followed entire previous tutorial and found out it didn't work because new input system😭
@@avatarcai1542 F in the chat