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Ue4 disable controller editor12/25/2023 This is important because controllers like the Vive motion controllers have a touchpad as opposed to a joystick. Not all of us have the luxury of testing on multiple devices so it’s important to know what each button translates to on other devices. Something I forgot to mention in our last post was the translation between devices. Use the Oculus VR plugin that Simon has mentioned in his previous blog post, then when its time to port to the other headsets, switch back to the OpenXR plugin. There’s two workarounds for this, one is to manually adjust the VRPawn blueprint to add a rotation when oculus or ‘pistol like’ grips are used, or if you’re lazy/not used to blueprints like me. We don’t need any additional content at this stage and we can keep raytracing disabled. The benefit of using Unreal for VR development is that a lot of the work is already done for you! On start-up, under the blueprint tab, we can select the VR template to work from. Once you have it installed, we’re going to go ahead and make a new project (for this we’re using 4.26.1). If not, you can grab a copy for free here. I’m going to assume you have unreal engine installed already. Mastering this can really help leverage your portability to different devices and make your interaction and locomotion programming a doddle to manage. In this post, similar to our Unity guide, we’re going to look at how Unreal Engine tackles its input system for VR experiences. Thanks to OpenXR making extended reality devices easier to design for, more and more development platforms are adopting the initiative and expanding their input library. If you’ve been following our series of blog posts, you may have come across our ‘how to’ guide for Unity’s input system.
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