Looks like the Player Mappable Input Config is deprecated.
@nm_6759 сағат бұрын
Hi, I'm packaging a project with a metahuman, however I'm running into several errors of this type: UATHelper: Packaging (Android (ASTC)): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform. UATHelper: Packaging (Android (ASTC)): Source package: /Game/_LevelSequences/LS_MHP_D4T4_Actual UATHelper: Packaging (Android (ASTC)): Target package: /MetaHuman/IdentityTemplate/Face_ControlBoard_CtrlRig UATHelper: Packaging (Android (ASTC)): Referenced object: /MetaHuman/IdentityTemplate/Face_ControlBoard_CtrlRig The Metahuman folder which is a part of the Metahuman plugin, is being excluded while packaging for Android. Is there a way I can include this without moving the plugin files into the Content directory.
@DesignsbyElement10 сағат бұрын
Would you be interested in setting up a fund for us to purchase for you and you make content then?
@zml1390Күн бұрын
Hi thanks for your video! It’s really helpful, but I don’t know why my hands look like the same after I changed all of the motion sources😢
@DarkPlayerBrКүн бұрын
thanksssssssssssssssssssssss
@renstillmannКүн бұрын
Do you know how I could achieve the following: Trigger the motion controller "Grip" button by clicking a keyboard button, so that I can simulate the "Grip"/"Grasp" inside the game while testing things. Basically I controll both hands with the mouse (movement/rotation etc.) and that works great. I just can't figure out how to actually trigger the "Grab" or "Trigger" via keyboard input. Hope you know what I mean and try to achieve. Thanks for this video btw, it helps a lot for people like trying to learn UE5. Documentation for VR isn't really that good. Either page is empty or just is old/outdated unfortunitely.
@renstillmannКүн бұрын
Looks like you can't do this, because it would require an emulation of the controller of some sort. I was able to sort of get this to work with the Meta XR Simulator. Which works but is hard to control in my opinion. But at least it's possible to develop / test without even connecting a VR headset at all. All of your video's are very helpful, thanks!
@DraceVR2 күн бұрын
Question. Ive bought your product, which is a life saver (especially for a newb game dev like me lol) I was wondering... I used one of the sliding drawers BP, duplicated it, the tried to add my mesh to it. But I cant get it to grab in the spot I want even if I move the grab component or the mesh. So I was wondering if its possible to use your BP with different meshes?
@conclavian20003 күн бұрын
Ok, so I'm using UE 5.5.1 now on a new Windows 11 laptop. When I get to the part when I go into the extras/android folder, I only have three files in there. One of which is the .bat file. When I click on the bat file I don't get very far because I get the following error: ERROR: JAVA_HOME is set to an invalid directory: C:\Program Files\Android\Android Studio\jbr Please set the JAVA_HOME variable in your environment to match the location of your java installation. First of all, there aint no jbr folder in my Android Studio folder. And second, I need help to fix this so I can proceed. What is "your environment"? How do I set the variable there? And how do I find the Java installation it's looking for so that I can set that variable?
@CommanderColson5 күн бұрын
I am using the same 360 video as you, but it will not open in the media player?
@47VenomGaming6 күн бұрын
I hate this new system still hasn't grown on me wastes time does make shorter code but who cares if it takes longer.
@do_ob18157 күн бұрын
Not seeing it work on the Quest 2. Anyone else have this issue?
@juerrich91227 күн бұрын
so cool
@digimikeh8 күн бұрын
Hi, What do You think about the meta version of Unreal Engine that is in Github? They Say that is optimized for Meta XR
@GDXR3 күн бұрын
Hey, sorry for the delay in reply. The Meta Source build is worth using if your only target is the Quest platform however it can take a reletively long time to download and instal and requires a lot of hard drive space around (400gb).
@MUDHILIKIRAN8 күн бұрын
Hi, I am building the .exe and it builds fine. No matter how many times I try it, the .apk is not being exported. I don't know about this. Can you help me once?
@the.virtual.samurai10 күн бұрын
Using 5.5 Enabled Meta XR plugin n all that and disabled Open XR Assertion failed: !GRDGBuilderActive [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 136] Another FRDGBuilder already exists on the stack. Only one builder can be created at a time. This builder instance should be merged into the parent one.
@didnt_ask_for_handle11 күн бұрын
We're working on a UE 5.3.2 project and OpenXR and MetaXR seem to be working on their own but when I have the two together it seems to break OpenXR functionality. Also installed OpenXR eye tracking plugin but can't seem to get it to get the tracking from a quest pro, only MetaXR's functions can access it. Any ideas what's going on?
@manonthedollar11 күн бұрын
Thanks man! If you're looking for suggestions, I'd love an up to date series of just starting from a blank Unreal project (not VR template) and creating a VR setup especially VR Pawn from scratch. I'm trying to do that just to really learn the building blocks and it has been very helpful (a lot of "oh THAT'S why VR Template does THAT") but I'm still struggling to get the Enhanced Input stuff to work correctly.
@jaredlynch125112 күн бұрын
Hey! I'm having trouble with an issue with physics being disabled of the objects held. How can I ensure that physics of my held object are still enabled while they are held? Apologies if this is covered, I was just jumping around in the vid.
@lamboking8able12 күн бұрын
I had expanded upon this and made it so when you're close you can press but you can also click from afar with the Microsoft openxr click gesture. Just an extra branch and view of how close you are to a hit component on the widget interaction and calling a set distance interaction after
@Fikarblackproject12 күн бұрын
this is what im looking for
@manonthedollar12 күн бұрын
Oooh duuude that gosh darn Player mappable input config. Thank you. Ugh
@borisnoa77313 күн бұрын
I tried to follow your tutorial, I did everything like you but the small cube rotation is not working plus am having another green traced line after the objet is hit
@lamboking8able13 күн бұрын
THANK YOU. I'm still improving but feel like i shouldve thought of this lol. And took may way too long to find this. Consider me subscribed
@stevenbanda747413 күн бұрын
This video starts from nowhere.
@ぷーこ-k7w13 күн бұрын
Because I'm Japanese , I don't speak English, but I want to tell you my thanks for you. I was grateful with your preparation and explanation for us.
@ぷーこ-k7w13 күн бұрын
14:01
@LogLauncher14 күн бұрын
Heyo! Great video! For the sphere trace endpoint, I found that if I use the Gaze Origin + the (Gaze Direction * a distance) it works great and I don't need to mess about with a "random" offset number.
@SocailInteruption14 күн бұрын
Thanks for all your tutorials on the Meta Quest 3 - I managed to get a full project together and working which is amazing. I am looking to have an object spawn on a users table and at the door. Do you go through this in any of your tuts so far?
@Fikarblackproject14 күн бұрын
im still doesn't understand, how to call that menu widget with button ( like menu in first person) , cause i cant find ( open widget ) or something i undersand, maybe its to complicated for me
@viledeacon999515 күн бұрын
Is this the up to date version of how to package for quest? I've never packaged for quest yet so i have no idea what I'm doing and i was just going to blindly follow a tutorial for my first time at least :P
@KavanBahrami15 күн бұрын
Rough audio :/ at least early in the video. Sorry to hear about the burnout - it’s been great watching your videos the last few years, very very helpful addition to the dev community - thank you
@Fikarblackproject15 күн бұрын
how to make this one for VR mode? thanks
@Fikarblackproject15 күн бұрын
hi, i have been create widget for first/thirdperson it working well, but when i try to use ocoulus VR, all the widget isn't pop up at all, even i setup the widget into level blueprint, is it different setup? or i have to create UI widget again for VR? Thanks bro
@lfrgamesLA16 күн бұрын
When?
@mbit581816 күн бұрын
@GDXR does the weapon have physics? can you push it through a wall?
@KBStories6016 күн бұрын
Awesome!!! a Melee update would be great too! "Slicing & Stabbing". Love the Template!!
@Lucifer10099017 күн бұрын
It's really very nice. I bought another meta a week ago because I was in the mood for UE5 and VR again 👌🏻 I'm really looking forward to it
@Laudplays17 күн бұрын
This is huge. Nice! One of my biggest issues has been not being able to reach down far enough to grab things because my arms are so stubby irl 😅
@shield_maiden_18 күн бұрын
I wonder what the usefulness of this is
@GDXR17 күн бұрын
It's incredibly usefull for placing in scene cameras for cinematics so you can line them up.
@VigneshoViyan20 күн бұрын
while importing water body ocean on my ue 5.4 it crashes. Someone help me.
@GDXR17 күн бұрын
Never used it.
@achuthh528620 күн бұрын
Thank you for the tutorial mate, Is there a way to protype VR projects without VR headset in unreal engine 5?
@GDXR20 күн бұрын
Your welcome. For testing without VR it's not the easiest thing to do but Meta have a plugin for unreal which allows you to simulate VR games without a headset.
@raymond-fk3xh21 күн бұрын
hello I bought GDXRUltimateVRTemplateUVR is it possible to put custom hands? if yes how to do that would be a good tutorial from you ! than 😏
@GDXR17 күн бұрын
Hey, yeah it's absolutely possible to add custom honads, you would add them in to the project as you normally would for any other VR project. In regards to a tutorial i plan on creating one in the next couple of weeks. Im currently working on a large overhaul to the hands and grabbing system so it will be more fitting to do it then once it's sorted and released.
@danl33122 күн бұрын
Jonathon, is there a reason why you are creating the Save Game Object every time you fire the Save Game event? I would think that you would want to create this in Event Init and save it to a variable. I suppose that garbage collection will take care of it, but yeah. Not a complaint though, this is still a fabulous tutorial. Proud to be one of your Patreons.
@howchen852922 күн бұрын
Doing the exact same set up, however, not sure why the eye tracking sometimes works and sometimes just don't. Need to restart the engine for it to work again.
@GDXR17 күн бұрын
I find that the eye tracking with Meta can be a little weird some times and very slow to start up. Unfortunatly I dont have a fix for that one.
@chipko22 күн бұрын
Hey there! You've been working hard on the grabbing!!
@GDXR17 күн бұрын
Im definitaly trying. The goal is to make it bigger and better for sure.
@JoniinnanenDesign22 күн бұрын
discord invite thanks?
@michaelperrigo23 күн бұрын
Why not just use a billboard?
@fiftypingdom24 күн бұрын
when stationary my player begins to jitter up and down, and as i stay still longer, it seems to get worse, is there any way i begin to fix this?
@joe-5D24 күн бұрын
yo do you have an updated thing on how to do this for quest 3 and UE5.5?
@xXShowGameXx26 күн бұрын
Also missed it ! But now I know what to watch tonight 👁👄👁