Your First VR App Using Unreal Engine (UE4)

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What is easier to develop in, Unity or Unreal Engine 4 ?

👍︎︎ 3 👤︎︎ u/cr0wburn 📅︎︎ Apr 23 2017 🗫︎ replies

pretty cool!

👍︎︎ 2 👤︎︎ u/puzzabug 📅︎︎ Apr 23 2017 🗫︎ replies

Not that I disagree with the concerns about McGames being churned out but this is a huge step forward for those of us who want to make games simply out of passion and curiosity. Good stuff, imo.

👍︎︎ 2 👤︎︎ u/okcoolwhatever 📅︎︎ Apr 23 2017 🗫︎ replies

Awesome! Anyone know if there's something similar to VRTK for unreal?

👍︎︎ 1 👤︎︎ u/Fugazification 📅︎︎ Apr 23 2017 🗫︎ replies

Thank you for that! Very nice tutorial! Im going to download UE right now :)

👍︎︎ 1 👤︎︎ u/Myyksh 📅︎︎ Apr 23 2017 🗫︎ replies
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hi everyone at they're here aka coaster today we decided to give you an intro to VR using Unreal Engine now now a lot of you guys have been asking us to deliver part two of the Unreal Engine portal tutorial and that's coming along a promise but we wanted to get you started in it something much simpler much more comprehensible there's going to be very minimal coding involved in this tutorial [Music] so if we open up an engine or get a new project right away we notice in the templates there is a virtual reality template that's what we're going to use to get started just to show you what's involved now you can use this in your projects let's call this project intro to VR and hit create new project wait for Unreal Engine to launch so 100 up unguent opens you can see this scene which gives you basically two maps the H and D plus motion controller or changes in this case what we want would be you can see the hand controllers that get connected with the v or oculus controllers and you can use this option if you have a gamepad now we're going to use this option and to access this map it's actually related to a map we can go here and then go to flexure reality blueprints and then maps and then locate the motion control or map and double click that to open it and then we have this map open let me jump into the vibe real quick just to show you guys how this works all right where we can see that our controllers are linked to these two hands and when you pick the controller to the hands make your fist to kind of grab objects so let's test that out like you can teleport as well bits or partition capabilities are also available so let's get closer to these and notice how when they want to control over the hand gets closer to the cue the animation of the fingers that means I can grab the objects and I can grab it and the physics and the labels you can do some juggling with this if you still care obviously we have this pyramid which we can do crazy stuff too so that's nice now how can we add our own objects to make them interactable simple first let me input these call this asses so having my desktop previous assets we used in the stream some of them we haven't used that but I'm going to be importantly baseball bad and visual textures just to have something on the scene and can apply round with so let me just import drag and drop this in the assets folder and hit import and then import the textures as well in a taking moment perfect now that everything is imported and now we have our bat which we can use to interact with I'll just go ahead and quickly set up the material for this bat from the textures we imported so let's grab all of these and connect everything together the height gives it a higher than normal to the normal and then the last one is this which is kinda interesting this texture uses multi-channel texture stacking basically which is a feature that substance painter does and we can cover how to achieve that in a future tutorials right now I'm just going to connect to some channels to the perspective nodes here one bonus fact so it doesn't really relate to this video much is we have to change this is a special texture so we have to change a few parameters from color to linear color and then go into the actual texture itself and disable it that's RGB this something just you have to do for these kinds of textures the occlusion roughness metallic maps to make sure your texture actually looks exactly the way you had it in the texture and software again it's a little outside of this story so just do that and I can always let go through and make a video tutorial about that in the future if you guys want it that is not in the comments below right so now the bat looks exactly how we want them to look and it's in the scene obviously it's not going to be interactable directly right I just dragged it to see it so it's time to make this bat interactable with the scene and to do that we have to go the eyes in the blue there is setup in this template in the VR template now there are two ways to make any of your objects your own personal objects interactable in VR and this has to do with this little blueprint called the BP pickup cube which is all of these blue cubes you see here so you can make any of your objects interactable by either duplicated this by hitting ctrl W or just right clicking and doing duplicate and then call this for example pick up that and let's go inside double click that go to the viewport tab and let me just hit f2 Center the object in the screen a reach of the sizing by hitting this little yellow arrow that's going to reset the size into 1 1 1 and then in diminish in the static mesh just type in black and that's going to give me my static mesh which I just imported the bat and I was just compile and save and that's it you can drag this blueprint at the scene and it's going to do exactly that it's going to be interactable another way we can do this before we jump it to be out and test it out is if we go to the assets and then just right-click an asset action and then create blueprints using this and you can save it whatever I'll just save it here in the blueprint next to the other one hit ok so it's going to open it for you now this method does take a few modifications you could use any of the two methods depending on your case like the first method doesn't always work so sometimes you could use this second method and to do this I'll open the pickup cube blueprint and then just copy everything from here and paste it in the blueprint of the bat itself so this is a longer way but it's also more flexible so let's delete these and make the references to the same static dimension we have here so just drag that inside drop it in and connect the two and just hit compile the last thing you want to do is to go to class settings and add an interface no they already added not come ethic already did this in their BR template it's called pickup actor interface and you want to add that to your blueprint and then just say one more thing you need to do with the mesh again this is the local right you could you should hit simulate physics that's going to allow the object to be you know to interact with other objects when you're not carrying it around and said save and I'm going to drag this into the scene now this is the blueprint from the second method the longer method this will rotate it around and let's try this India alright we are here inside we are I have my controllers let me just teleport there this works nice this second one also works fine the book you will find you can also interact with other objects you just try get some fun out of this so you could just you know you have this animation going on position myself and then just all the cubes are done okay that's enough all right so now we put all of that knowledge into use in an ideal scenario you would have a already created a project or you wanted to create a project based on a blank template that's what we're going to do we're going to create our bowling VR game based on a blood sampling so let me rename that to bowling VR and then hit create project once we are inside we can go to file new level and you can choose the template you want to use there is a VR basic template if you want to just try out things I'm going to use default to start building out we are bowling application I'm going to start by scaling the floor up to a five by five by five and give it a texture I like the Pinewood in this case then we're going to import our assets inside them create a folder called assets I'll import my handsets from the folder we're going to be dragging the bowling dot FBX and the bowling textures as well inside the asset folder once again reported let's go ahead and set up the material again real quick for this again I'll just drag and drop these textures in and then connect each one today corresponding node will probably do a tutorial about more in depth about the visuals inside Unreal Engine but because I honestly think the material editor inside any engine is really good and you would probably require a whole separate tutorial just to go through the basics and then get out and check the sRGB again for this specific texture and set up the simpler totally in your color again negative perfect this is the point where we want to add our vr templates and to do that you get a go here add new and then add features of content pack and then you get the menu and you can choose the virtual reality template and select add to project and it's as quickly as that it started to your scene to make this work go to the virtual reality VP folder then the blueprints and the first thing you want to do is drag the motion controller prone down to your scene now this is going to be where your VR character is going to start the one thing you have to do is go to the auto possess player select from the drop down menu and select layer 0 and it's going to make sure your player gets possessed so that it works properly and if we test that out the VR preview there our controllers could move the man but I'm pushing the trigger but the animation is not working and that's because the controls have not set up inside the input so we want to set that up also click into some button but it's not use showing the teleportation for us to set up the correct input controls you're going to edit the project settings so you scroll down the input it's empty now you want to have a lot of bindings here you can do import but it doesn't work it in work for me when I try it the way I did it was to go to navigate to your projects folder by clicking anything edges by clicking any of the assets and then just show an explorer and it's going to navigate you to the documents and real projects bowling beyond this is our project and the inside the config we have these three files could default configuration files the one that replaced these with a project that already has we are implemented in it now I already created a VR project before so you could always like start a new project based on the virtual reality template and then just save it and you're going to have the controls saved as well inside the config file we're going to take the default input default game and default editor copy those and replace them inside the ball and VR config files take those in and just hit replace for all of them you're not going to see the changes instantly so you have to restart your your project let me save everything before I restart and save the level as falling VR once the project has fired back up let's go to the content and open the map again and forget it edits project settings the girl input the actions and the axis mappings are all mapped correctly now if you go and test out the controls should be able to work now if i push trigger the animation is there if i push the button the teleportation is there but it's not working correctly that's because the level is missing the navmesh and we want to set that up real quick it's really simple to add that just type in into search navmesh and drag that and drop it to your level now if you want to see how that looks just hit the letter P on your keyboard it's going to output this little green area over here showing anything green means that your character whether it's the third person or this virtual-reality character can actually teleport around and navigate so let's scale that up a little bit and if we just add out again the teleportation actually works but only we see that it's going over so the teleportation only works inside the navmesh and not anywhere outside let's set up again just to scale it all the way select the navmesh and scale it all the way as big as possible perfect Vanessa she's working I'm going to hit P again to hide that so let's import our assets inside the the level let's first set up the interactions for both the ball and the pin I'll use the blueprint from the virtual reality PP folder duplicate this twice and drag it to the assets folder and then just be there so inside again do what we did before go to the viewport select the mesh reset the size and then distract our ball in this case inside and compiled on save come this fall duplicate that call it pen and load the mesh inside if I type in a pin perfect now one important thing we want to see is of course the collision mesh on this ball and the collision mesh on the pins themselves they're not going to be super accurate because I'm Unreal Engine photo generated these she double-click on the mesh you're going to be presented with in my view here let me zoom in a little bit so the collision is this purple box or mesh around it like the purple outlines around the mesh it's not very spherical it's not going to work for our application we're going to delete that by going to the collision menu and then just remove collision and the collision and then add sphere simplified collision you're not going to see anything because the sphere is actually has the exact diameter as our bowling ball here to make sure it's there it on down indeed in the collision there is the primitives and then the spheres going to keep going through these and then the radius if we adjust that that's our that's our mesh it was originally set up to almost 12 which is exactly the diameter of this vulnerable let's say that we also want to preview the bowling pin position mesh so we double click that and enable the collisions it's a very not very accurate collision box to fix this we can't do the primitives as before from the collision venue but there is this feature called the convex decomposition and if you hit apply with the default settings unreal is going to try to create a mesh or a collision mesh as accurately as possible and you can see so if you want to preview that it's got a preview scene and then this official environment in show floor and disable great enter then enable wireframes now yes it's very accurate it's almost identical which is exactly what we need here for our application now we can't drop track this in here and drag the blueprint ball in here as well we could test this out quickly but let me go to the top make sure the pins are set up correctly hitting ctrl W is cannot duplicate and it just did if you want to really make it accurate you just go to Google Images and download the the bowling pattern to kind of see where the pins are positioned next to each other I'm just gonna estimate it here the last thing we can add is just the basic cube and add it to the side here I don't know why I add it twice I'll add this cube to the side and make sure our character starts closer to the ball so now the cube here just to position the bowling ball on top so that we don't have to reach down the floor for them if you hit the end key on your keyboard it's going to make sure that the poly ball sits exactly on top of whatever available mesh is there in this case our cube I'm into the gate again because I know I'm not going to make it from the first shot there we go let's just this out and see how good it is so far we are going to hit VI player just hit simulate and see if the physics Oh and certainly we already see a problem it seems the the paint has a problem with the collision was let's double click that and sometimes the default settings may not be really good in this case they weren't set me up the accuracy and for the sake of this application is just up the maximum vertices as well and then just apply it should be much more accurate now let's try the out play there go now they're standing um there were two little vertices so that the likely Unreal Engine couldn't really do well with the face of the pin here but now it's working now that we have the simulation working fine let's jump into VR and test the rest of the physics inside this little bowling game I'm noticing the pins are a little too close I guess this is like the beginner mode in bowling because they're not that good at bowling or your life never play it maybe once you grab a falling ball and try to hit so that's not too bad again there you go with the physics engine and MLF engine is it's handling things very well the few things we might want to modify about the physics materials applied to each of these if you want to modify the weights or the friction and any of these objects let's do that as a bonus of this tutorial if you double-click on the mesh and then go to the details down here scroll down all the way to the collision there is a simple collision physical material tab with nothing applied to it let's create a new asset and call this ball physics and save that inside the assets folder and then just select the physical material as a class for the material and then select now say that you can see the fall physics material is applied here and one thing you can change is the friction you can play around with this to make the ball smoother or more harsh on the environment and also the racemaster power which kind of controls the weight and a bunch of other settings you can play around with you adjust the physical parameters of this object you can do the same to the pin one last thing you want to bring your attention to if you sit at the navmesh and hit me again you can see that in this area the green is off that's because there's a cube here and it has a collision enabled so the navmesh automatically deduct that from where you can move around the area again setting up the level and working with the navmesh may not be in the scope of this tutorial but we can always cover those in a future tutorial we've reached the end of this tutorial I would love to see what you guys are working on if you're building something in any or engineering unity and want to show us please do so in the forums if you like this video tutorial please kit that comes up and subscribe if you don't let us know down in the comments write down thank you for watching it's been at tho over an hour [Music] you [Music]
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Channel: FusedVR
Views: 69,724
Rating: undefined out of 5
Keywords: Unreal Engine, Virtual Reality, VR, HTC Vive, Blueprints, Bowling, UE4, SteamVR
Id: QXNkGJl0ECg
Channel Id: undefined
Length: 24min 3sec (1443 seconds)
Published: Sat Apr 22 2017
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