To make locomotion a lot more natural, add a get right vector to the smooth move section and connect the camera to it, split the action value from the inputaction, insert multiplies for both forward and right vectors - multiply forward by action y and right by action x - add the 2 together and connect that to the movement input... Et voila, forward, backward and strafing.
I'm new to this, so sorry if it's kind of dumb but, you add a Multiply and plug both x and y to it or two Multiply nodes, one for Forward and one for Right? How do you plug X and Y to the Movement Input?
Hey, for a backward movement, you could check with a branch the action value from tour enhanced input event and if is not positive (forward) multiply by (-1) the forward camera vector, and it should move backwards. Great video Thanks!
@@NightmareRealmsAdventures oh you don't need to do all that, you can do one binding for forwards/backwards movement, and one binding for sideways, setup just like he did for each one (sideways uses camera Get Right Vector) and it should be good to go. Axis inputs emmit both positive and negative. Which you'll use forward (positive) and backward (negative) on the same camera axis.
@@DrakeMakeshey man ,i never try VR ....for this you need some vr glasses,or costume or something ? how can you see your hands and all that stuf movement ? 😮😅
f***ing THANK YOU! your the first person out of 4 vids ive been scrubbing endlessly over who mentioned unchecking the controller yaw checkbox. I've been beating my head against the desk for 2 days trying to figure out why it wasn't working 😭
For forward/backward movements, I multiplied _Smooth_ _Move_ _Action_ _Value_ _Y_ with _Forward_ _Vector_ _X_ and _Forward_ _Vector_ _Y_ For sideways movements, I then multiplied _Smooth_ _Move_ _Action_ _Value_ _X_ with _Forward_ _Vector_ _X_ and _Forward_ _Vector_ _Y_ , rotated that using _Rotate_ _Vector_ by Z 90 degrees, and added that to the forward movement values
can you explain this in just a little more detail? Forward Vector X (of camera, of VR Pawn?) not sure exactly how to follow this interesting lead. thanks
I use Oculus 2 and follow the tutorial, but I couldn't move or turn around. I found out that in IMC_Default, I needed to select the corresponding device. In the video, selected Valve Index, but once I selected Oculus Touch, it worked.
I did manage to get the Wolf to be very dangerous. he even has AI speech recognition. I gave it a bunch of random military callouts and directions. Then he will counter. I ran a test and he disemboweled me in under 5 seconds. May need a small lobotomy. Or not. I am giving you every weapon you can bring to bear. Explosives, trail cams, and drones. 50cal rifles, MG42 blah blah. No levels. You jump out of the plane and send up the flare when the job is done, or you don't go home. And try again.
If it wont move for you as well convert the pawn into a character class under class settings and then adjust the vr origin according to the character hitbox
I am having a problem. I followed your instructions, but had to switch the input to oculus input. And my hands are gone, and I cant move or turn. Do you know how to solve this?
Left thumbstick needs to be split for X and Y axis. All 1d floats. y axis needs get forward vector, x axis needs get right vector. Also x and y have their own add movement. (Normal controller movement)
With the smooth turn all you have to do is make a x axis on whatever controller you want to turn with and add controller yaw input make a float for the turn speed put it into scale so "triggered" to "controller yaw input" to "turn speed float"
Thank you sooo much man !! I am beginner, and i was looking the same for a long time. But i was not getting the tutorial. Please keep creating such useful content. Thanks.
One of the main reasons I made this was because I couldn’t find any tutorials, it’s not the best system in the world but I’m glad it’s helping people get started in using UE5 VR.
What about rotating the character, and not the playspace? This method rotates the playspace, and if you stand a bit to the side irl, you end up orbitting the center of your playspace. Your character itself doesnt actually turn. this can create massive clipping issues.
@@proszowski I ended up figuring this out... look for a video called "Setting Up Smooth Locomotion VR Using Unreal Engine 5.1+ Using The Enhanced Input System." by GDXR.
Thank you. Found out that the starter snap turning breaks after going into the VR Pawn's class settings and changing it to a character, and had been trying to set up smooth turning for a few minutes.
Do you happen to have a solution for the weird collision issues that comes with the Collision capsule and VR origin being set to the center of the playspace instead of where the player is actually standing IN the playspace? I've been having an aneurysm for weeks trying to figure this out
Can you please tell me why it wont let me turn other directions or let me move other directions it only lets me move forward not backwards or to the side
alright thanks..! Just one question: if you turn physically your head, what happens with your Character?.. will turn the whole Character ? or turns only your camera ? the question applies for movement too: if you physically go forward two steps (for instance) what happens with your ACharcter, will it move completely with you or is your camera the one that is moving only ?
i have discovered what happens... Inside a Character or Pawn, the capsule (if Pawn has it) is controlled by inputs, and when i move my real body and head over the real place, what moves is the VROrigin, is just like the camera and hands get aparts from the capsule component but capsule component is still being the master of Camera and Hands... It is like as you have a pet, and that pet is linked to you with a rope, the pet can walk apart from you but you still have the control of your pet.
Should the collision capsule follow the player in the real world? If i move around in my setup wont that make the collision and movement off center? What do other games do to fix this problem?
Hey, i know you've done some videos on horror Engine. Maybe do a little tutorial series on it? simple tips and tricks for the basics or something? Anyways nice videos!
Do you happen to know of a way to rotate the camera instead of the actor? I've been trying with "add local rotation (Camera)" and when I print a string the values come through, but the camera doesn't move. Looking to rotate based on relative position, not just the center of my play space. Also looking for a similar solution regarding the collision capsule. Great video!
BRO I have a question what happens when you move IRL ? I for example made a trigger box to change color from red to green (VERY BASIC). if I teleport to it, it changes from red to green as it should but if I WALK into it like IRL it doesn't change and I do not understand why (I added a Capsule collision to the VR default Pawn) it works if I teleport but not if I walk into it IRL movement... any help/tip will be appreciate it
Ty for this helpful video! However I have some complaints about the movement. 1. moving even slightly out of where you were standing while initually starting the headset will throw off the turning, making you run backwards or forwards in circles 2. moving backwards (as you mentioned) will make you go forwards Can you please and thank you with a cherry on top make an updated video on how to fix these minor issues?
@@LillyIsPink Any luck fixing it? 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 I fly through the floor and backwards. Any ideas? Thank you :)
I need help! I can't turn with my right stick even though I checked that Yaw thing. EDIT: Fixed it. Had to wire the Triggered piece of code to the rotation set. Edit 2: Turning is off-center.
Yes, great job. I will be adding this or a version of this into my levels. I prefer the quest controllers for motion, so will use them and not a valve controller. Love the idea. For the rotation, I will look at specific equations for turning and see if I can fine one that moves in such a way its not to jarring to experience. Again, great job.
show ...@NightmareRealmsAdventures oh you don't need to do all that, you can do one binding for forwards/backwards movement, and one binding for sideways, setup just like he did for each one (sideways uses camera Get Right Vector) and it should be good to go. Axis inputs emmit both positive and negative. Which you'll use forward (positive) and backward (negative) on the same camera axis.
The movement works but the position seems to be kind of 2ft above the ground plane like it feels like floating rather than touching the floor.....How do we fix this????/
Hey, I'm having an issue that I'm not able to fix + I cant find any tuto to fix this issue on internet. When I move irl the capsule collider doesnt follow me, resulting in a non alignment situation where the player can go through walls ... Any idea on how to fix this ?
Hello, are you using the default VRpawn bp or did you create one? If you created one, ensure that your capsule is the root of your component in your BP. If not, move your capsule in the "DefaultSceneRoot", then your VR origin and camera will all be children of your capsule and you should be able to move it with your camera (in fact, I should rather say that it will be your camera which will move with your capsule). If you are using the default VRpawn, and modified nothing in its componet structure, then I have no idea why your camera is moving and not your capsule.
@@69mignon hey, I fixed it. I was using the default pawn from the ue5.2 vr template. To fix it I just call in the tick the node that comes with the template that allow to re-place the player in the 0,0,0 position according to the root. So that everyframe the camera is placed at the perfect spot so that it stays in the capsule collider of the player. It's maybe not the best course of action but it seems to work kinda well at this time. Thanks anyway for replying !
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 I fly through the floor and backwards. Any ideas? Thank you very much for this, great tutorial :)
Glad it’s working as a starting point! Try experimenting with the collision settings of the objects you pick up and the player capsule, making it so your VR pawn only collides with the environment and not objects you pick up. Good luck!
This was an awesome video thank you. Maybe its because I'm quite new but I didn't understand the "why" to many of the steps you were doing. Perhaps that wasn't your aim which if that's the case then you can completely ignore, but if you did maybe explaining that the reason we changed the value type to axis 2D is because xyz; would have helped :)
dude dont work only go front i use occulus i put for occulus not valve, and when i push back he go straight also ... not nice i think this tuto is obselete
This might be an LOD issue- if your computer can take it you can try forcing the level of detail to stay higher under the foliage’s settings. This can be pretty heavy stuff to run
anyone else who suffers with loss of VR hands open your VR game mode and refresh the default pawn class, compile then save. This has been driving me crazy and no one needs to suffer the same fate. think its because of changing the VRpawn's default class from pawn to character ( thus the gamemode refresh fix)
To make locomotion a lot more natural, add a get right vector to the smooth move section and connect the camera to it, split the action value from the inputaction, insert multiplies for both forward and right vectors - multiply forward by action y and right by action x - add the 2 together and connect that to the movement input... Et voila, forward, backward and strafing.
Comments like these are so appreciated, I'll keep experimenting!
AMAZING!!!!!!!!!
do you have a screenshot of the blueprint? Sorry I am just a visual learner.
It worked perfectly, thank you !
I'm new to this, so sorry if it's kind of dumb but, you add a Multiply and plug both x and y to it or two Multiply nodes, one for Forward and one for Right? How do you plug X and Y to the Movement Input?
Hey, for a backward movement, you could check with a branch the action value from tour enhanced input event and if is not positive (forward) multiply by (-1) the forward camera vector, and it should move backwards.
Great video Thanks!
Thank you! I’ll have to try this out sometime!
please, more info, i need backwards movement
@@NightmareRealmsAdventures oh you don't need to do all that, you can do one binding for forwards/backwards movement, and one binding for sideways, setup just like he did for each one (sideways uses camera Get Right Vector) and it should be good to go. Axis inputs emmit both positive and negative. Which you'll use forward (positive) and backward (negative) on the same camera axis.
@@DrakeMakeshey man ,i never try VR ....for this you need some vr glasses,or costume or something ? how can you see your hands and all that stuf movement ? 😮😅
yes max you will need an vr headset search up oclus quest
@@MaxStudioCG2023
f***ing THANK YOU!
your the first person out of 4 vids ive been scrubbing endlessly over who mentioned unchecking the controller yaw checkbox. I've been beating my head against the desk for 2 days trying to figure out why it wasn't working 😭
It is not a perfect system by any means but I'm honored to ease the head bashing that goes into learning this stuff
Nice work man! Easy setup to achieve what I was looking for. 🔥
Subbed.. Loooking forward to more VR UE5 related content
Nice video M8! Concise and straight to the point!
I ordered a Katwalk. Can’t wait to get into stuff like this with it.
For forward/backward movements, I multiplied _Smooth_ _Move_ _Action_ _Value_ _Y_ with _Forward_ _Vector_ _X_ and _Forward_ _Vector_ _Y_
For sideways movements, I then multiplied _Smooth_ _Move_ _Action_ _Value_ _X_ with _Forward_ _Vector_ _X_ and _Forward_ _Vector_ _Y_ , rotated that using _Rotate_ _Vector_ by Z 90 degrees, and added that to the forward movement values
Is this a significant difference from @richardswift4196 comment above? Are you able to post a screenshot so we can follow along? Thx.
can you explain this in just a little more detail? Forward Vector X (of camera, of VR Pawn?) not sure exactly how to follow this interesting lead. thanks
It does not work for some reason every time I test I’m just really high in the air, my arms are far away and the moving just does not work :\
I use Oculus 2 and follow the tutorial, but I couldn't move or turn around.
I found out that in IMC_Default, I needed to select the corresponding device.
In the video, selected Valve Index, but once I selected Oculus Touch, it worked.
Legend man. I was standing In my test for my Werewolf hunting game. Thinking I can't move. This will solve that issue. Then on to the next 50 lol
I did manage to get the Wolf to be very dangerous. he even has AI speech recognition. I gave it a bunch of random military callouts and directions. Then he will counter. I ran a test and he disemboweled me in under 5 seconds. May need a small lobotomy. Or not. I am giving you every weapon you can bring to bear. Explosives, trail cams, and drones. 50cal rifles, MG42 blah blah. No levels. You jump out of the plane and send up the flare when the job is done, or you don't go home. And try again.
If it wont move for you as well convert the pawn into a character class under class settings and then adjust the vr origin according to the character hitbox
I am having a problem. I followed your instructions, but had to switch the input to oculus input. And my hands are gone, and I cant move or turn. Do you know how to solve this?
How do you make it move backwards?
Left thumbstick needs to be split for X and Y axis. All 1d floats. y axis needs get forward vector, x axis needs get right vector. Also x and y have their own add movement. (Normal controller movement)
With the smooth turn all you have to do is make a x axis on whatever controller you want to turn with and add controller yaw input make a float for the turn speed put it into scale so "triggered" to "controller yaw input" to "turn speed float"
Hi I dont know if i have done something wrong but i cant get the rotation working at all please help
Thank you sooo much man !! I am beginner, and i was looking the same for a long time. But i was not getting the tutorial. Please keep creating such useful content. Thanks.
One of the main reasons I made this was because I couldn’t find any tutorials, it’s not the best system in the world but I’m glad it’s helping people get started in using UE5 VR.
What about rotating the character, and not the playspace? This method rotates the playspace, and if you stand a bit to the side irl, you end up orbitting the center of your playspace. Your character itself doesnt actually turn. this can create massive clipping issues.
not to mention the motion sickness :V
@@proszowski I ended up figuring this out... look for a video called "Setting Up Smooth Locomotion VR Using Unreal Engine 5.1+ Using The Enhanced Input System." by GDXR.
Thank you. Found out that the starter snap turning breaks after going into the VR Pawn's class settings and changing it to a character, and had been trying to set up smooth turning for a few minutes.
I couldn't move using the sticks, I rewatched several times but still not working. Anyone got an idea why?
Do you happen to have a solution for the weird collision issues that comes with the Collision capsule and VR origin being set to the center of the playspace instead of where the player is actually standing IN the playspace? I've been having an aneurysm for weeks trying to figure this out
Can you please tell me why it wont let me turn other directions or let me move other directions it only lets me move forward not backwards or to the side
Hey thank you very much! I have a question . Can I do all the process without exchgange the Parent Class setting from Pawn to Character ?
alright thanks..!
Just one question: if you turn physically your head, what happens with your Character?.. will turn the whole Character ? or turns only your camera ? the question applies for movement too: if you physically go forward two steps (for instance) what happens with your ACharcter, will it move completely with you or is your camera the one that is moving only ?
i have discovered what happens...
Inside a Character or Pawn, the capsule (if Pawn has it) is controlled by inputs, and when i move my real body and head over the real place, what moves is the VROrigin, is just like the camera and hands get aparts from the capsule component but capsule component is still being the master of Camera and Hands...
It is like as you have a pet, and that pet is linked to you with a rope, the pet can walk apart from you but you still have the control of your pet.
Hey, how can i prevent that iam on start PIE or packaged to high and not in the real Z axis ? on teleport it´s just one port than im on the right axis
Should the collision capsule follow the player in the real world? If i move around in my setup wont that make the collision and movement off center? What do other games do to fix this problem?
5:42 What happens to the VR Origin since you're moving the camera ?
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?
Hey, i know you've done some videos on horror Engine. Maybe do a little tutorial series on it? simple tips and tricks for the basics or something? Anyways nice videos!
BEAUTIFUL!!
Do you happen to know of a way to rotate the camera instead of the actor? I've been trying with "add local rotation (Camera)" and when I print a string the values come through, but the camera doesn't move. Looking to rotate based on relative position, not just the center of my play space. Also looking for a similar solution regarding the collision capsule. Great video!
MY smooth turn does not work and I feel like I followed everything correctly outside of using oculus controllers instead of valve. Thoughts?
BRO I have a question what happens when you move IRL ? I for example made a trigger box to change color from red to green (VERY BASIC). if I teleport to it, it changes from red to green as it should but if I WALK into it like IRL it doesn't change and I do not understand why (I added a Capsule collision to the VR default Pawn) it works if I teleport but not if I walk into it IRL movement... any help/tip will be appreciate it
Ty for this helpful video! However I have some complaints about the movement.
1. moving even slightly out of where you were standing while initually starting the headset will throw off the turning, making you run backwards or forwards in circles
2. moving backwards (as you mentioned) will make you go forwards
Can you please and thank you with a cherry on top make an updated video on how to fix these minor issues?
As I continue to experiment with VR I will post about what I figure out here on the channel, you all are learning with me!
@@DrakeMakes me and another developer managed to solve the movement issue but we are now having the problem of if you hold something you go backwards
@@LillyIsPink Any luck fixing it? 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 I fly through the floor and backwards. Any ideas? Thank you :)
@@alessandrocernuzzi nah i gave up a long time ago sorry
Great work :) How to fix the Camera height, I sat the value -88 but the scale is wrong :') any help?
Make sure you’ve set the VR Origin z height to -88 as opposed to the camera, I think I did the same thing!
So the camera should be +88, I sat the VR Origin to -88, but I was short inside the game, when I put it to -33 it start to get better @@DrakeMakes
I need help! I can't turn with my right stick even though I checked that Yaw thing.
EDIT: Fixed it. Had to wire the Triggered piece of code to the rotation set.
Edit 2: Turning is off-center.
nice that that works, but how do you set up movement from headset? 6dof?
esto funciona con amigos ?
Yes, great job. I will be adding this or a version of this into my levels. I prefer the quest controllers for motion, so will use them and not a valve controller. Love the idea. For the rotation, I will look at specific equations for turning and see if I can fine one that moves in such a way its not to jarring to experience. Again, great job.
Keep me posted on what you find out, this has been a good starting point yet has plenty of room for improvement!
Beautiful and simple for begginers. 🎉 thank you kindly.
I Did the same proces AI_smoothTurn is not working.
Very useful man! Thx a lot!
the strife left and right and move backwards are not working, how do you keep those with your current settings?
show ...@NightmareRealmsAdventures oh you don't need to do all that, you can do one binding for forwards/backwards movement, and one binding for sideways, setup just like he did for each one (sideways uses camera Get Right Vector) and it should be good to go. Axis inputs emmit both positive and negative. Which you'll use forward (positive) and backward (negative) on the same camera axis.
Nice work! thanks for sharing. Also, does the hand grabbable works?
Any workflow for UE4?
The movement works but the position seems to be kind of 2ft above the ground plane like it feels like floating rather than touching the floor.....How do we fix this????/
the camera he did -88 no need for that. it was just -88 to the origin
Hey, I'm having an issue that I'm not able to fix + I cant find any tuto to fix this issue on internet. When I move irl the capsule collider doesnt follow me, resulting in a non alignment situation where the player can go through walls ... Any idea on how to fix this ?
Hello, are you using the default VRpawn bp or did you create one? If you created one, ensure that your capsule is the root of your component in your BP. If not, move your capsule in the "DefaultSceneRoot", then your VR origin and camera will all be children of your capsule and you should be able to move it with your camera (in fact, I should rather say that it will be your camera which will move with your capsule). If you are using the default VRpawn, and modified nothing in its componet structure, then I have no idea why your camera is moving and not your capsule.
@@69mignon hey, I fixed it.
I was using the default pawn from the ue5.2 vr template.
To fix it I just call in the tick the node that comes with the template that allow to re-place the player in the 0,0,0 position according to the root.
So that everyframe the camera is placed at the perfect spot so that it stays in the capsule collider of the player.
It's maybe not the best course of action but it seems to work kinda well at this time.
Thanks anyway for replying !
Doesn’t work. After following each step my hands are stuck on the floor and don’t move
Thanks for the video ! 😎
Seems side to side/strafing isn't working either?
Okay, but how do I strafe
if you use the pico 4, using the Oculus controller instead of the valve controller solved that simple problem ;) 3:01
this is a useful one thanks ! good job !
Glad it's coming in handy, it's a decent starting point :)
@@DrakeMakes I loved the rhythm and the straight to the point approach thanks for sharing this!
This is great but I wish you explained what everything did and why you did what you did. It would have been helpful to change things if we wished to
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 I fly through the floor and backwards. Any ideas? Thank you very much for this, great tutorial :)
Glad it’s working as a starting point! Try experimenting with the collision settings of the objects you pick up and the player capsule, making it so your VR pawn only collides with the environment and not objects you pick up. Good luck!
This was an awesome video thank you. Maybe its because I'm quite new but I didn't understand the "why" to many of the steps you were doing. Perhaps that wasn't your aim which if that's the case then you can completely ignore, but if you did maybe explaining that the reason we changed the value type to axis 2D is because xyz; would have helped :)
Fair enough, balancing in depth explanations against the common modern attention span is an interesting back and forth.
Hi How to Create and Move 🤔VR Origin
I think you have to move the Actor "self"
Damn i followed this to the letter twice and it didnt work. neither thumbstick works. im in 5.3.2 ...any thoughts?
Same, did you solve this issue?
@amirsagatov4862 No i didnt. I ended up buying TrueLocomotion pack but that came with its own swath of complexities. Ill reply here once i sus it out
@@whiteakers Hey! Do you recommend it? :)
dude dont work only go front i use occulus i put for occulus not valve, and when i push back he go straight also ... not nice i think this tuto is obselete
why are my hands gone?
I use Meta Quest 3 didn't work at all, Also replaces with Oculus 2D Axis get same result
I Fixed movement via Meta Wust 3, But rotation is not working
Amazing. 1 Follower +
great!
is not for occulus i search one
THANK YOU!!!!!!!!
So, are you a GIANT in real life? Everything looks so tiny when you're playing.
thank you sir
Hello, why is the vegetation that I put in virtual reality noisy?
This might be an LOD issue- if your computer can take it you can try forcing the level of detail to stay higher under the foliage’s settings. This can be pretty heavy stuff to run
anyone else who suffers with loss of VR hands open your VR game mode and refresh the default pawn class, compile then save.
This has been driving me crazy and no one needs to suffer the same fate. think its because of changing the VRpawn's default class from pawn to character ( thus the gamemode refresh fix)
I have this problem and i iopened the VR Game Mode refresh the default class and save but i still cant see the VR Hands.....
thanks!
You're welcome!
what a great community in the comments section! ;) + if anyone knows a discord channel for UE VR pls share thx
Thank you but even at 50 speed i still had to pause please be slower
No turn and only farward. in a tutorial u have to show ALL steps...
seems the actor is floating.
After watching this video next step is this.
To fix going backwards and stuff like all degrees of freedom.
/watch?v=6GKBXl7Jul4
why is my action value a boolean
damn, this make me sick