This is the best format for a tutorial for me. I really appreciate the mention of good short keys and the clarity of what's happening on screen. I prefer this over a talk-over. Great Tutorial!
@DamonLeonin4 жыл бұрын
I god damn love this dudes tutorials and his taste in music ;)
@marcoghislanzoni4 жыл бұрын
I hope we share the same taste for music dude! ;-)
@caesaruwu5 жыл бұрын
I have finish the tutorial but the locomotion is very lazy i want to upgrade the speed , do you know how i can do that
@marcoghislanzoni5 жыл бұрын
Take the output of the Y axis event (and X axis as well) and pre-multiply it by a float factor (say 2.0 or 3.0) before multiplying it by the Forward / Right vector. See at 5:00. That will make all your movements faster.
@dichwerdesigns45474 жыл бұрын
I'm using Oculus Rift, and it isn't showing the MotionControllerThumbRight_X as seen at 2:44 ?
@marcoghislanzoni4 жыл бұрын
That is an input mapped within Project Settings --> Input. It has changed in the most recent versions and it may have a different name now. You can always define your own with that exact name and assign it to the right thumbstick X axis.
@mkrick6 жыл бұрын
Thank you so much, I've been trying to find a good tutorial for the past two days to cover this.
@chrisgo4 жыл бұрын
Thanks for this ... I just needed the AddActorWorldRotation bit so I can turn with my joystick but now do you make it so I can turn non linear/not continuous, as it makes some people feel sick in VR turning like this .... so how to turn in sequential moves same as you do in the occult home please?
@marcoghislanzoni4 жыл бұрын
This is called snap rotation. You can achieve it by adding a large rotation angle, say 30 or 45 degrees, to each movement and subsequent release of the thumbstick. What you don't want is to keep rotation if the thumbstick is held to the side. It's pretty easy to realise using a Gate in Unreal.
@chrisgo4 жыл бұрын
@@marcoghislanzoni Thank you, found my way with help from this info. Cheers!
@thebutterappletutorials65534 жыл бұрын
Thank for this! 1 issue, when i grab an object i cant move anymore. Actually, when the grip button is pressed at all i can't move. Any suggestions?
@dirkmandark4 жыл бұрын
I have the same issue. Also looking to change the speed of walking.
@adamlibby98426 жыл бұрын
I am having a weird issue where if you hold down the grab button, you can no longer move forward or right if your hand is within the capsule, but if it is outside the capsule you can move normally. Is there a way to fix this?
@marcoghislanzoni6 жыл бұрын
Adam Libby That happens because when you press the grip button it activates physics for the hands. Check your collision settings for the hand and the capsule. You can excluded physics actors from the capsule collision response. Or setup a custom collision response for both.
@adamlibby98426 жыл бұрын
@@marcoghislanzoni thank you so much!
@marcoghislanzoni6 жыл бұрын
@@adamlibby9842 You are welcome!
@gsrawson6 жыл бұрын
@@marcoghislanzoni I am having this issue as well, but I cannot figure out how to exclude physics actors from the capsule. I have attempted to setup a custom collision as well with no success. Any help would be appreciated!
@flashpowr5 жыл бұрын
@@gsrawson Same!!!
@VRExperiences4All3 жыл бұрын
Thank you very much for the tutorial. Things like that are what is needed to give impetus to development in VR. On the other hand, when the VR hands are inside the pawn capsule and we grab, the free movement gets out of control. It goes backwards or even rises in the Z axis. I am sure it is a problem of collisions with the VR hands. Does anyone know how to fix it?
@marcoghislanzoni3 жыл бұрын
Adopt these settings for the capsule (root), that should fix it: imgur.com/a/fVzEQR1
@marcoghislanzoni3 жыл бұрын
And for the Hand Mesh inside the BP_MotionController
@noxix76415 жыл бұрын
How would one change the speed that it turns or goes forward. Ex: Using trigger axis for forward movement, further one pulls the trigger the faster they go; and how would one adjust the top speed?
@marcoghislanzoni5 жыл бұрын
When it comes to control inputs, there are two ways to access them: 1) via events, like we are doing here, 2) by value. You can fetch the value from the trigger and use it to multiply the thumbstick value and a float which represents the maximum speed. That will both give you a boost option and determine the top speed.
@coffee-coco5 жыл бұрын
@@marcoghislanzoni i was about tyo ask that, readed your reply and i went to the projects input changed from 1 to 3 or -1 to -3 , and its working perfect, thank you very much.
@naufalyudanar41173 жыл бұрын
any explanation why my VRPawn keep going through wall and object but indeed collide with the pickup cube? did i miss any step?
@marcoghislanzoni3 жыл бұрын
Because your VR Pawn doesn't have a body and therefore cannot detect collisions with other meshes. Your VR hands however are set to collide with other physics actors, so they do. Have a look at my other tutorial about thumbstick movement for archiviz. That is closer to what you are looking for.
@naufalyudanar41173 жыл бұрын
@@marcoghislanzoni thanks for replying! totally missed the ArchViz one, im gonna head up there. Once again thanks for the help:)
@DrEffekt6 жыл бұрын
this tutorial is super!! thank you so much for it ! but i have a slight problem.. my y-axis values are inverted for some reason and i don't know where i can fix them from.. any help pls? (when i move the thumbstick up he goes back and vice versa)
@DrEffekt6 жыл бұрын
FIX: just multiply the y-axis output by -1.0 and plug that result into the Delta of the AddActorWorldOffset
@marcoghislanzoni6 жыл бұрын
Yes, that may depend on the mapping of the thumbstick inputs. Glad you solved it.
@gerardogamboa21075 жыл бұрын
So i started having this same issue. And I can't seem to fix it. I fixed the floating camera issue and now my controls are inverted on the L joystick.
@DietPiss4 жыл бұрын
@@gerardogamboa2107 Same issue here
@MaxBrunnerArchitect7 жыл бұрын
very Nice Marco. It only works for flat surfaces though. Maybe you could expand the BP so you can walk stairs etc?
@marcoghislanzoni7 жыл бұрын
Indeed, that's a limitation of the Pawn class and the way the movement is implemented. If you need extra capabilities like going up-down stairs, slopes, etc. you are better off starting from the FPS template which uses the Character Movement Component. Or you can change the parent class of the MotionControllerPawn to Character so you inherited those capabilities. If you do so, you also need to change the movement nodes to Add Controller Yaw Input for the rotation and Add Movement Input for the right/left, forward/backward.
@marcoghislanzoni7 жыл бұрын
Just tried what I described above. Change the parent class of the MotionControllerPawn to Character, then replace the movement nodes with Add Controller Yaw Input and Add Movement Input. Add some stairs. You can walk up and down. Works like charm!
@MaxBrunnerArchitect7 жыл бұрын
Thanks for the additional explanation. In case someone else has trouble finding the reparent option; open the MotionControllerPawn blueprint, press File, Choose Reparent Blueprint.
@christophersickler63744 жыл бұрын
Marco, how do you use this with stairs? or ramps?
@chunkytoads45094 жыл бұрын
Thank you for putting out this tutorial @Marco Ghislanzoni :) It has helped me greatly! It works very well on flat surfaces... Do you know why there might be any issue using this movement setup over a sculpted landscape (one made directly in Unreal)? For some reason pawn works great on flat landscape, until landscape has been sculpted to have hills etc. Then if falls through collider entirely. Can't find solution anywhere online.
@marcoghislanzoni4 жыл бұрын
You are welcome! Regarding your question, have a look at my thumbnail movement ArchViz tutorial. That one uses a Character which has the capability to move on non-flat surfaces like terrains, stairs, etc.
@chunkytoads45094 жыл бұрын
Issue SOLVED: Just leaving this note for others having similar problem... It looks like the HMD guided locomotion shown in this video works perfect as is (even for sloped areas and landscapes). Problem was on my end and involved the collider of another large object in level, which was disrupting my pawns collision with landscape (switched that objects colllider setting to 'ignore only pawn' and it resolved problem fully.
@BR14Nx3 жыл бұрын
I see two issues with this method. First, the VROrigin is inheriting from the Capsule. Which means, if you walk in your room the capsule won't follow, but stay in place with the VROrigin. Secondly, if you rotate the actor then you won't rotate on place (where your HMD is), but around the Capsule/VROrigin which can cause motion sickness. Is that right? I used another method to solve the first problem, but I can't find a way to solve the second as well. My VROrigin isn't inheriting from the capsule and vice versa. Maybe someone else found a solution to rotate at the HMD location? I tried to rotate the camera node around itself, but nothing happens.
@marcoghislanzoni3 жыл бұрын
True. This method does not support room scale. I have another tutorial on my channel about room scale snap turn. That’s what you are looking for.
@marcoghislanzoni3 жыл бұрын
BTW, the fact that this simple method does not support room scale is fully mentioned in the video description.
@BR14Nx3 жыл бұрын
@@marcoghislanzoni okay thank you. I'll give it a try
@kkarpoyzhs5 жыл бұрын
Hi Marco and thanks for your amazing videos they are really helpfull! If i may ask you a question, can you think of any reason why i dont have the "Input Axis ThumbRight_x and _y only the ThumbLeft as an option?
@marcoghislanzoni5 жыл бұрын
Μιχάλης Φουντουκλής you are welcome! Check under Project Settings --> Inputs. If it is not there, you can add the mapping yourself by adding an axis event and linking it to your Thumbstick input.
@kkarpoyzhs5 жыл бұрын
@@marcoghislanzoni Thank you for the reply! It was indeed a problem with my inputs! If i do not trouble you a lot, i managed to setup the right oculus touch into rotating correctly, but the left touch controller doesnt do anything. I have tried this both in my project, and a fresh new VR template project with your locomotion movement events in pawn. Only the Left one that controls the movement doesnt seem to work at all. The rotation is fine. Do you have any idea why this might be the case? I dont get any errors in compile
@kkarpoyzhs5 жыл бұрын
No worries, i am (apparently) braindead. I had forgot to connect the axis thumbLeft x and y to the world offset.... I am sorry to take up your time! :)
@dinceraydin106 жыл бұрын
hi Marco do you use this tutorial for oculus go ? I need a help setting vr pawn that is using with one controller . Any tutorial or this video helps me ? Thank you
@KoDomanov4 жыл бұрын
Hello Marco! I need to make sure that the user himself can choose how to move him. Can you do such a lesson? I need to be able to switch from teleport mode to normal motion mode. Thanks.
@marcoghislanzoni4 жыл бұрын
You can define a boolean bUseTeleport variable to switch between teleport and thumbstick locomotion, so instead of disconnecting the teleport branches you use a Branch based on that variable. It is not complicated. I may cover this in a future tutorial.
@KoDomanov4 жыл бұрын
@@marcoghislanzoni That would be very cool! Look forward to. Thanks!
@kjgrizzly113 жыл бұрын
I have this working extremely well thanks! But question, when I pick up items, (I'm on the quest 2 btw) with the default vr template. I can only move in one direction. If I grab something with my right hand, I can only move right. if I grab something with my left, I can only move left. And if I grab items in both hands, it freaks out. I've even flown. Any advice? I can't find anything in the blueprints that would make this happen.
@marcoghislanzoni3 жыл бұрын
That is very likely due to collisions. In the standard VR template when making a fist the physics/collisions of the hand are activated. How are you grabbing your items?
@kjgrizzly113 жыл бұрын
@@marcoghislanzoni I'm grabbing them using the default VR template settings. Grab/Release Actors. Since you have said that I have noticed that if I am holding an object in front of me I can backwards. Or if it's to the left of me I can move right. The same holds true the other way as well. So you're right, its collision somewhere. I haven't found it yet. But This is a step in solving it.
@SanderBos_art5 жыл бұрын
Great tutorial. However i find the collision when i bump into walls frustrating. Movement imidiately stops and is not smooth like in the character pawn class. But when i use character pawn class grabbing gives me weird bugs it seems to interfere with movement. Especially with grabing objects and move the same time. Any suggestions for me?
@scruffy97024 жыл бұрын
Hello, I know this is a stupid question but how do I make the player move faster? Thanks.
@marcoghislanzoni4 жыл бұрын
There are not stupid questions while learning. It is pretty simple, just take the value of the axis output and multiply it by a float > 1.0 (say 2.0 to double the speed, or 3.0 to triple it), then feed the result into the Add Movement function.
@scruffy97024 жыл бұрын
@@marcoghislanzoni Thank you ill give it ago, keep up the good content.
@scruffy97024 жыл бұрын
@@marcoghislanzoni Hello I couldn't get it to work, most likely because I'm still a newbie to this. Hate to be a pain but would you be able to send a screen shot on the right way to do it if you have time? Thanks.
@marcoghislanzoni4 жыл бұрын
@@scruffy9702 go to 4:20 and pause the video. You see the green line coming out of the red InputAxis event from the Axis Value pin. You need to disconnect that line, then take Axis Value from the input event and multiply it by 2 or more, then feed the result into the float x vector node (where, right now there, is a direct connection from the Axis Value pin).
@scruffy97024 жыл бұрын
I got it to work, thank you so much 🙂
@feikovandijk30805 жыл бұрын
Since I updated to 4.24 Add movement input doesn't work anymore, but Add world offset does. I havent changed any values, simply updated the project. Are there any solutions for this?
@marcoghislanzoni5 жыл бұрын
Few things to check: 1. That the input events are defined under Project Settings --> Inputs. 2. That they are producing input values (you can use Print String to check the Axis value). 3. That the input values are flowing all the way to Add World Offset.
@robledorafaeldeandrade4645 жыл бұрын
HEY THANK YOU VERY MUCH, having problem to migrate those to another project not in VR template, some broken references in blueprint event graph, any help?
@marcoghislanzoni5 жыл бұрын
You may need to recreate the broken variables in the destination blueprint. They are not created automatically when you copy/paste from one blueprint to the other. Hard to tell without seeing what is wrong on your side.
@robledorafaeldeandrade4645 жыл бұрын
Fixed the camera spawn at the VR template by removing the motioncontroller spawn u teached at the video, and only letting start thing from ue4
@TheJohnRudy5 жыл бұрын
So i followed this method, and the HMD following made the character fly. I split the structure pins from the vectors and connected all but the Z axis and that helped out but now I'm not able to walk up stairs. Any suggestions on how to add that? I'm trying to combine this with your climbing tutorial.
@marcoghislanzoni5 жыл бұрын
The capability to walk up the stairs is given by the Character Movement Component. See my ArchViz tutorial if that is what you need.
@TheJohnRudy5 жыл бұрын
@@marcoghislanzoni For some reason I just can't get the thumbstick locomotion and climbing to work together. Pawn or Character sets. Are these tutorials Unreal version spesific? I have the 4.22 version atm installed.
@Eve_Panda5 жыл бұрын
same problem
@mashonoid5 жыл бұрын
My Rift S controller only works with the rotation but it wont move forward or sideways. Please Help!!
@marcoghislanzoni5 жыл бұрын
Assuming your controller did not run out of batteries, can you use Print String to make sure the movement input is received? We can take it from there.
@TridentVruinzTheSniper5 жыл бұрын
Doesn't seem to work with my rift s controllers either
@atmosphere_burns4 жыл бұрын
@@TridentVruinzTheSniper it worked for me in one project, but does not work in another! Rotation worked, but not the movement. The Pawn is at the ground level, everything is exactly the same as in the other project. It is so frustrating.
@eleathyra5 жыл бұрын
Thank you, very useful! I noticed that I get "blocked" as soon as the terrain is not 100 % flat though. Any suggestion for solving this problem, so it's possible to go up a hill etc.?
@marcoghislanzoni5 жыл бұрын
Did you try with my Archiviz version of this tutorial? That supports slopes and stairs.
@eleathyra5 жыл бұрын
@@marcoghislanzoni Yes, I actually found that one a while later - much better solution. Thanks a bunch! :)
@Caleb68014 жыл бұрын
Do I need to use the VR template or is this possible from a blank project? I couldn't figure out how to get negative values from the joystick and it was always just moving in one direction no matter the direction I moved the joystick.
@marcoghislanzoni4 жыл бұрын
You should start from the VR template. Which VR system are you using? You should use some Print String to check the values out of your input events.
@Caleb68014 жыл бұрын
@@marcoghislanzoni I'm using the valve index, I almost had it working my only catch was having the negative value come from the X input. It seemed that it always added positive and never negative no matter left/right.
@thequazzman5 жыл бұрын
Hi, Marco. Thanks for making this. You're making my life a whole lot easier. An issue I'm having though is that I believe my default camera position is somewhere in front of the capsule collider as I can phase through some objects when moving forward for a bit but not moving sideways. When I rotate, I also seem to be rotating from a pivot point that is anchored somewhere else. I tried to do a Reset player position and orientation on start but I end up in the floor. Any suggestions for how to fix this?
@marcoghislanzoni5 жыл бұрын
Are you using a room scale setup? The rotation technique is not suitable for room scale. For the other issues, it is difficult to tell what is going on without seeing what is happening. You can contact me on Unreal Slackers (Discord) as vr_marco if you need more help.
@thequazzman5 жыл бұрын
@@marcoghislanzoni Hi again, Marco. Just as a follow up, I was able to fix my issues by simply changing the tracking origin of the hmd to eye level instead of floor and also using a ResetOrientationandPosition node on beginplay
@marcoghislanzoni5 жыл бұрын
@@thequazzman Good!
@froodd-j9f6 жыл бұрын
Hey Marco, quick question, is there a way to set this up so when the user turns in real life, say from pointing north to pointing south, when they press the joystick 'up' now it will go backwards. Is there a way to make it so it reads which way the user is facing and always have that be forward/straight/up?
@da_noob_095 жыл бұрын
hey. did you get the answer to this?
@JazzManMilan5 жыл бұрын
How would you add a sprint functionality to this system? I understand the logic of it (if button is held change speed to x) and I'm already using a float multiplier to set a default speed but not sure about sprinting.
@marcoghislanzoni5 жыл бұрын
You can use your sprint button to assign a higher value to the speed multiplier. And when the sprint button is released you restore to original sprint multiplier.
@JazzManMilan5 жыл бұрын
Thanks I'll try that! I swapped out my brush floor for a real plane and now only the rotation works.. any clue?
@stashorodnyansky12586 жыл бұрын
how do I implement collision get the same position as camera? For now if I use HTC Vive and move in real world a little bit to the left from the center of my playroom the collision stays in center. How can i change that?
@marcoghislanzoni6 жыл бұрын
There are few ways to achieve what you are asking. The easiest is to use Mordentral's VR Expansion plugin which implements room-scale out of the box.
@shawheenmodirpour8756 жыл бұрын
thanks for making this tutorial I appreciate it! was just was I was looking for! Could you please tell me how to increase the movement speed of the VRpawn?
@marcoghislanzoni6 жыл бұрын
Shawheen Modirpour you are welcome! Just add a float multiplier between the input event and the Add Movement node. This has been covered already many times, please read my answers below.
@arnaudvalenza69095 жыл бұрын
Thanks Marco for this very good vidéo !!! do you know how to place en png image in front of the eye player when he walk to avoid motion sickness ?? thanks a lot !!
@marcoghislanzoni5 жыл бұрын
Look into VR Stereo Layers: docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/StereoLayers/index.html
@MobeastGaming23 жыл бұрын
im having this weird issue and i've repeated the tutorial multiple times. My camera just rotates on it's on to the right. I dont have any other gamepad connected that would interfere. I have even started a brand new project and it still does this. If you can please help me out!
@marcoghislanzoni3 жыл бұрын
When do you start to get the weird rotation? From the very beginning or after you modified some of the code? Which HMD are you using?
@MobeastGaming23 жыл бұрын
@@marcoghislanzoni wow thanks for the quick response! After I completed your tutorial , I launched the VR preview, I'm using the Oculus Rift S.
@marcoghislanzoni3 жыл бұрын
@@MobeastGaming2 double check the code at 2:49. Test the system immediately after having added that part of the code and before you add the rest.
@MobeastGaming23 жыл бұрын
@@marcoghislanzoni i went ahead and added the code at 2:49 and nothing else. I keep rotating/spinning to the right.
@marcoghislanzoni3 жыл бұрын
@@MobeastGaming2 does it do the same with the standard VR template? Completely default project?
@Novalmauge5 жыл бұрын
How would one go about adjusting speed based on if the player is physically crouching or not?
@marcoghislanzoni5 жыл бұрын
You could detect if the camera Z is below a certain threshold and then adjust the input multiplier to the AddActorWorldOffset.
@landonshultz6 жыл бұрын
Any tips on sprinting? Sprinting based on if the face is clicked in rather than being touched.
@marcoghislanzoni6 жыл бұрын
You can use a speed multiplier for that. It is normally set to 1.0, but gets set to 2.0 or 3.0 if the face is clicked or a sprint button is pressed. When the sprint button is released, you set it back to 1.0. This will achieve a sprint effect.
@landonshultz6 жыл бұрын
Thanks for the speedy reply! I figured it out. Have you thought about doing a crouching tutorial? Getting the players height, adjusting speed based on the height of the headset (60% lower than the player previously set height or so).
@Quandinis5 жыл бұрын
hey, any way that it is possible to rotate the player in room scale without it pivoting at the actor in the scene
@marcoghislanzoni5 жыл бұрын
Yes, you will need to implement a roto-translation using the camera as pivot point. See my forum post here: forums.unrealengine.com/development-discussion/vr-ar-development/1408924-tutorial-using-thumbstick-locomotion-with-the-standard-vr-template?p=1566009#post1566009
@erikmendez70035 жыл бұрын
Hello! I love this tutorial, it should be a base template setting for VR! I do have a question if anyone might know, im having trouble fixing the collision with the capsule and the VR hands when they are held in the "Grip" animation it causes me to move around and even change the camera angle permanently. Im a noob with UE4 so im learning as I go. Thanks ahead of time!
@marcoghislanzoni5 жыл бұрын
What is the current collision profile of the character's capsule?
@erikmendez70035 жыл бұрын
@@marcoghislanzoni The collision profile is under the preset Pawn, generate overlap is checked, can character step up on is 'No', collision enabled query and physics
@kitokage4 жыл бұрын
I have just one question, How do you change the speed of locomotion ? (in video it seems really slow) ^^ I begin my training on UE so maybe it's not slow in VR
@marcoghislanzoni4 жыл бұрын
Just multiply the output axis by a float variable greater than one. This will make you faster.
@DietPiss4 жыл бұрын
@@marcoghislanzoni I have increased the Z from -1 to -10.0 and it is still very slow
@MrVilboux4 жыл бұрын
Very good tutorial. Thanks a bunch!
@IllGib2 жыл бұрын
È possibile seguire lo stesso procedimento però usando WASD e mouse? Ho provato ad importare l'fps character nel template vr e viceversa ma nessuno dei due riesco a fare funzionare. Per farla semplice, stiamo cercando di creare in Ue una cosa come le Presentation di Twinmotion, l'ideale sarebbe riuscire ad aggiungere facilmente l'hmd al template fps, in modo da avere sia la vr che la 3d tradizionale da monitor in mancanza di un visore. Il teletrasporto sarebbe scomodo nel nostro caso trattandosi di piccoli appartamenti. È possibile o è troppo complicato?
@marcoghislanzoni2 жыл бұрын
È sicuramente possibile anche se con Unreal Engine 5 ci sono alcuni cambiamenti da considerare. Se volete qualche dritta contattatemi via Discord vr_marco#8894
@IllGib2 жыл бұрын
@@marcoghislanzoni Dici che per ora è meglio lavorare col 4? Sono piacevolmente stupito dalla qualità dell'illuminazione del 5, praticamente senza fare niente con una hdri era già come lo velevo, mentre ricordo le ore a settare "inutilmente" i sample del raytrace e avere dei riflessi accecanti e macchie ovunque.
@marcoghislanzoni2 жыл бұрын
@@IllGib Dovreste riuscire tranquillamente anche con UE5, non vedo problemi di sorta.
@CanalDojogames6 жыл бұрын
Hello my friend,i want to make the same as you did but could it work if the camera is away from character like 3rd person? i setuped without making your blueprint yet,it rotates the camera and we dont want it ofcourse will make motion sickness right? So thank you! your video will help me alot!
@marcoghislanzoni6 жыл бұрын
This technique only works if you stand in place or are sitting, it is not a room scale setup. If you need a room scale setup, you need to have a different setup where the collision capsule follows the camera. Also the rotation needs to take place around the current position of the VR camera, which is equivalent to a roto-translation of the entire character. A bit too complicated to explain it here. If you need room scale, you may want to consider the VR Expansion Plugin by Mordentral.
@CanalDojogames6 жыл бұрын
@@marcoghislanzoni so im thinking on Oculus quest track sistem but for now i want to make something like the game "Moss" and Astrobot, more on Astrobot where the câmera follows the character and we Control the character. I tryed something like that but the character bring rotation from its body to the câmera. What i want is more what You did but instead of move only the câmera i want to move the character "Linked"
@CanalDojogames6 жыл бұрын
@@marcoghislanzoni i mean i want to be standed. But move a 3rd character along side camera, both linked
@Matthew.19945 жыл бұрын
as soon as i use the grab buttons to grab something, the characet just flys backwrd as soon as i want to move
@marcoghislanzoni5 жыл бұрын
KleytenHD it's due to the collision between the object you grab and the capsule. You need to set the collisions for the object so that it doesn't affect the capsule.
@Matthew.19945 жыл бұрын
@@marcoghislanzoni the thing is that it happens even when i dont grab any object I just hold the grab Button so that the Animation plays. Then i fly backward
@ThunderWorldInteractive6 жыл бұрын
So How would Hills and Mountians work with this locomotion, also how do I make myself move faster?
@ThunderWorldInteractive6 жыл бұрын
Also with the Rotation RoomScale IRL Movement, a tutorial on that?
@marcoghislanzoni6 жыл бұрын
Yes it will work properly. To move faster, just multiply the output of the move forward event by a float > 1.0.
@marcoghislanzoni6 жыл бұрын
Gaming Technologies room-scale movements are a bit more tricky to obtain. I may indeed do a tutorial on that sooner or later.
@edcreg5 жыл бұрын
Hi, i have a little issue, when i begin playing, my camera just starts moving on its own and i cant control the player. it does stay on the ground anymore Kindly help
@marcoghislanzoni5 жыл бұрын
My best guess is that you have some collisions between your VR Pawn and something else (your VR hands?) going on. This should not be the case with the standard VR template, but if you are applying this to a different project it may be the case.
@adrianerdelpuente14416 жыл бұрын
I followed the tutorial but just start the test, the character begins to walk and left, what do i do? Please help!!
@igolubb6 жыл бұрын
You added vector + float instead of vector * float. had the same mistake!
@LOL2YOU6 жыл бұрын
This is awesome man thanks. Super easy to follow. How can I increase the speed of the walk?
@marcoghislanzoni6 жыл бұрын
Slim Shady Just multiply the axis output value by a float greater than 1.0 before feeding it into the move call.
@LOL2YOU6 жыл бұрын
@@marcoghislanzoni Thanks for the fast response!
@NextWorldVR6 жыл бұрын
@@LOL2YOU Now this is the kind of guy to send Paypal $ or Patreon. How very cool!
@DavidDelGiudice3 жыл бұрын
Ciao Marco, dopo aver girato per giorni ho trovato questo tuo tutorial e sono riuscito a far ciò che dovevo, solo è rimasto un problema: quando chiudo il pugno sinistro il personaggio va solo indietro e a destra e se chiudo il pugno destro va solo indietro e a sinistra. Ho capito che è un problema di collisioni ma non so come risolvere...
@marcoghislanzoni3 жыл бұрын
Ciao David, prova cosi': seleziona la capsula del VR Character e nel pannello Details, sotto Collisions, invece to Query and Physics metti solo Query. Dovrebbe risolvere.
@DavidDelGiudice3 жыл бұрын
@@marcoghislanzoni Ho messo solo query ma niente, non risolve...
@marcoghislanzoni3 жыл бұрын
Faccio una prova e ti dico
@marcoghislanzoni3 жыл бұрын
@@DavidDelGiudice Adotta queste impostazione per la capsula nel MotionControllerPawn e per la skeletal mesh della mano nel BP_MotionController imgur.com/a/fVzEQR1
@DavidDelGiudice3 жыл бұрын
@@marcoghislanzoni Grandissimo, così funziona!!! Grazie!!!
@SuperMontana20086 жыл бұрын
This is great for arch viz..can you do tutorial like this standing up real world scale?
@marcoghislanzoni6 жыл бұрын
Not sure I understand what you are looking for. Can you describe it more in details which problem/use case you are trying to solve?
@SuperMontana20086 жыл бұрын
Marco Ghislanzoni you mentioned it's for seat down experience and rotation will be off real world scale? Could you do tutorial on player standing up using real world scale?
@thereal_owain67786 жыл бұрын
just dont mess with the controller height
@ukkusu7 жыл бұрын
thank you for sharing your knowledge :)
@marcoghislanzoni7 жыл бұрын
You are welcome! :-)
@matmichniewski28275 жыл бұрын
Everything works perfect except collision. I can walk through the objects and even walk outside the stage. I have followed the tutorial 3 times and problem still occurs. Any ideas guys?
@issicsilva55025 жыл бұрын
I came across the same problem, would also like to know how to fix this.
@jordant35125 жыл бұрын
Probably your capsule isn't where u think it is. You have to sync the headset IRL position with the capsule position. I usually put an input (motion controller l grip 1) as reset VR. Then in character BP Reset Vr- set position and orientation (of HMD)
@WolverineTheInsider5 жыл бұрын
Same issue here, I am using oculus rift and I did try the print string and it keeps printing the default debug message. plz help
@marcoghislanzoni5 жыл бұрын
You need to connect the output of the controller input event (red box) to your print string so it shows which value it's being generated. Otherwise it will keep printing the default message.
@WolverineTheInsider5 жыл бұрын
@@marcoghislanzoni for InputAxis MotionControllerThumbLeft_X and InputAxis MotionControllerThumbLeft_Y it is printing 0.0
@WolverineTheInsider5 жыл бұрын
@@marcoghislanzoni it also changing to 1 and -1 in both axis for InputAxis MotionControllerThumbLeft but for some reason just not moving
@marcoghislanzoni5 жыл бұрын
@@WolverineTheInsider Check in Project Settings --> Inputs. Check the MotionControllerThumbLeft_X and Y axis events. What are they linked to? They have to be linked to the respective X and Y thumbstick events of your left motion controller.
@WolverineTheInsider5 жыл бұрын
@@marcoghislanzoni they are linked to their respective buttons. and the yaw is working fine. I did try your [ArchViz] Thumbstick locomotion tutorial kzbin.info/www/bejne/e6WoinyebtOXocU and in that the locomotion was working properly.
@chamixenn53886 жыл бұрын
is this game can turn left,right with vive normaly? or can turn by only thumbstick???
@marcoghislanzoni6 жыл бұрын
Do you mean if this method supports room-scale movements? Then the answer is no. You can still move room-scale, but the collision capsule will not follow you. That would require a different arrangement.
@chamixenn53886 жыл бұрын
Thanks! what about speed can i adjust it? how?
@marcoghislanzoni6 жыл бұрын
Sure. I have answered this question here: forums.unrealengine.com/development-discussion/vr-ar-development/1408924-tutorial-using-thumbstick-locomotion-with-the-standard-vr-template
@chamixenn53886 жыл бұрын
Thank you so much sir :-)
@TridentVruinzTheSniper5 жыл бұрын
Movement doesn't work for Oculus touch controllers. Anyone have a fix?
@marcoghislanzoni5 жыл бұрын
Are you using the Oculus Go?
@TridentVruinzTheSniper5 жыл бұрын
Marco Ghislanzoni Using the Rift S
@marcoghislanzoni5 жыл бұрын
@@TridentVruinzTheSniper That's really strange because I am not aware of any change in the way the input is handled. Did you check whether you are getting any output from the input event node? You can use Print String for that, the information will go to the log window.
@TridentVruinzTheSniper5 жыл бұрын
@@marcoghislanzoni Ended up getting it to work after starting a new fresh project. I guess I must've inputted something wrong the first time around. Thanks for the help.
@gennaroscalia82134 жыл бұрын
Ciao! come posso cambiare la velocità di movimento? Grazie per il tutorial :) chiaro e molto più accessibile di altri in giro.
@marcoghislanzoni4 жыл бұрын
Devi moltiplicare il valore in uscita dall'evento di input per un float maggiore di 1. In questo modo amplifichi l'entita' del movimento.
@gennaroscalia82134 жыл бұрын
@@marcoghislanzoni Grazie mille per la risposta, e scusa se approfitto della disponibilità data la mia ignoranza(sto inziando ora con la VR) in questo caso se mi muovo con il pollice del controller sinistro moltiplico il valore in uscita da MotionControllerThumbLeft sia X che Y?
@marcoghislanzoni4 жыл бұрын
@@gennaroscalia8213 Dipende da quale movimento vuoi amplificare. Se quello di spostamento avanti ed indietro devi moltiplicare il valore del rispettivo asse. Se sia avanti indietro che destra sinistra allora devi moltiplicare entrambi gli assi (separatamente anche se per lo stesso valore).
@gennaroscalia82134 жыл бұрын
@@marcoghislanzoni Grazie davvero :) ultima domanda poi non ti disturbo più giuro, posso chiederti come ti sei formato per entrare in questo mondo, magari qualche libro o fonte che possa darmi delle basi solide ( insieme ai tuoi tutorial ovviamente ;) )
@marcoghislanzoni4 жыл бұрын
@@gennaroscalia8213 in italiano non c'e' molto onestamente e quello che c'e' spesso non e' di qualita'. Prova a cercare tramite Google o su KZbin. In inglese invece c'e' molto di piu' sia come libri che come risorse ufficiali, a partire da learn.unrealengine.com dove potrai trovare moltissimi corsi a tutti i livelli. Se vuoi maggiori info contattami su Discord - Unreal Slackers, mi trovi come @vr-marco. Ciao buone feste!
@Dude_Slick3 жыл бұрын
Any idea where I can find an actual tutorial, rather than a video that entails just watching someone else work?
@marcoghislanzoni3 жыл бұрын
Did you watch it all actually? It is a tutorial, just read the on screen explanations and follow them.
@thereal_owain67786 жыл бұрын
Yo, so because of the BlockAllDynamic collision, i cant move
@marcoghislanzoni6 жыл бұрын
That depends on how you built your level. In general it should work, otherwise you can always change the collision presets or even create a custom collision channel to handle your special situation.
@thereal_owain67786 жыл бұрын
Marco Ghislanzoni my level is the default vr level
@marcoghislanzoni6 жыл бұрын
OwainTheMod So it is in the tutorial and it works properly. Anything else you may have done differently?
@thereal_owain67786 жыл бұрын
Marco Ghislanzoni hmm, I didn't move the camera as I wanted to be able to walk around rather than be sat down
@marcoghislanzoni6 жыл бұрын
Ok, understood. This technique is suited for a sitting/stand in place experience. If you want to be able to walk around IRL and have your collisions still work properly, you need to use a plugin which handles room-scale movements like the VR Expansion Plugin by Mordentral: forums.unrealengine.com/development-discussion/vr-ar-development/89050-vr-expansion-plugin
@digitalillusioncalo6 жыл бұрын
Ciao Marco, è possibile aggiungere un movimento di inerzia come se si fosse in assenza gravità? Grazie ancora
@marcoghislanzoni6 жыл бұрын
Si' e' possibile. Usa Finterp dall'output del motion controller thumbstick left X per settare l'entita' del movimento orizzontale. Se usi un tempo di interpolazione basso, ci mettera' un po' a partire ed altrettanto a fermarsi, simulando una sorta di drag iniziale ed inerzia finale.
@digitalillusioncalo6 жыл бұрын
@@marcoghislanzoni Grazie per la tempestiva risposta! Ho impostato Finterop to al motion controller thumbstick left X su "current", devo modificare "Interp Speed"? ho provato alcuni valori ma non mi apporta modifica. Grazie!
@marcoghislanzoni6 жыл бұрын
@@digitalillusioncalo Devi creare una variabile float per salvare Current mentre Target e' l'uscita Axis dall'evento del motion controller.
@marcoghislanzoni6 жыл бұрын
@@digitalillusioncalo Tipo questo: 1.bp.blogspot.com/-4l9Wb2MrAPM/WMnpfkr0kuI/AAAAAAAAC84/IMY6V1wa4cw4zvt6J0i9IxKOnvkVMhesQCLcB/s400/11a_bpc3_interpto.png
@digitalillusioncalo6 жыл бұрын
@@marcoghislanzoni guarda questo è il mio progetto facebook.com/digitalillusioncalo/photos/a.1548951271820881/1900081673374504/?type=3&theater grazie per la tua disponibilità!
@rafaelmoraes996 жыл бұрын
the collision does not work because of movement with the sensors :/
@marcoghislanzoni6 жыл бұрын
Sorry, I don't get your problem. Can you try to described it differently?
@digitalillusioncalo6 жыл бұрын
Try enabling "sweep" in blueprint (target actor)
@whythovr68885 жыл бұрын
is there a way you can make the forward direction where ever the player is looking? thanks for the vid though!
@marcoghislanzoni5 жыл бұрын
WhyTho yes, just replace the actor forward vector with the camera forward vector in the move forward code. You are welcome!
@whythovr68885 жыл бұрын
@@marcoghislanzoni alright so now i have an issue where if I move forward but am looking down a bit the VR player starts to move down and eventually through the floor. Same for looking up, you start flying... Did I do something wrong?
@whythovr68885 жыл бұрын
You know what I did do something wrong. In the Z axis of the "project vector on to plane" was 0. My bad.
@marcoghislanzoni5 жыл бұрын
WhyTho no, that is actually right. You can use the node Project Vector onto Plane to remove the Z component. Use 0,0,1 as the plane and feed it with the camera forward vector.
@whythovr68885 жыл бұрын
but now I'm having issues with the collisions. I'm able to walk into and through any thing. Any ideas? Will turning the vr pawn into a character cause an issues?
@raphaeljung94053 жыл бұрын
Thank you man :) realy good
@demodegaming63843 жыл бұрын
Superb video thx
@kellyliu75396 жыл бұрын
Is it possible to make the movement follow the rotation of the controller itself instead of the HMD? (I'm using Oculus Rift controllers)
@LOL2YOU6 жыл бұрын
That's what he did at the end of the video...
@rchlouis35993 жыл бұрын
thank you, thank you, thank you :D
@amin72646 жыл бұрын
Thank you so much!
@bobcharlotte87246 жыл бұрын
Thank you so much dude xxx
@marcoghislanzoni6 жыл бұрын
You are very welcome!
@Nynex4 жыл бұрын
Please sell this on the marketplace I would gladly pay 5-10$ I just bought one for 7.99 and it didnt do what I was hoping.
@marcoghislanzoni4 жыл бұрын
You get the tutorial for free! ;-)
@petercollins88334 жыл бұрын
Thanks
@Eve_Panda5 жыл бұрын
im confused my character just flies
@marcoghislanzoni5 жыл бұрын
Check your collisions.
@Eve_Panda5 жыл бұрын
@@marcoghislanzoni thanks for the really quick reply and also not sure why but it works when removing the z axis from 1.0 like you had to 0.0
@marcoghislanzoni5 жыл бұрын
@@Eve_Panda Z axis of what?
@Eve_Panda5 жыл бұрын
@@marcoghislanzoni the z axis on the project vector on to plane node from get camera
@marcoghislanzoni5 жыл бұрын
@@Eve_Panda That part is meant to keep you walking on a plane parallel to the floor, so it is using the [0,0,1] plane to project onto. You should end up with a vector that only has the X and Y components and Z=0.
@LeoDoesEverything2 жыл бұрын
Doesn't work
@marcoghislanzoni2 жыл бұрын
If you need help you have to be a bit more specific about what doesn’t work.
@unclejesseppe73234 жыл бұрын
thank you!!! :) consider maybe putting in a bit of music?
@marcoghislanzoni4 жыл бұрын
Why? You can play your own. ;-)
@unclejesseppe73234 жыл бұрын
you make a good point :D
@timezone57843 жыл бұрын
noice. smort
@shydevil3 жыл бұрын
i cant see my hands anymore
@marcoghislanzoni3 жыл бұрын
Make sure you didn't delete the part where the motion controllers are spawned within the MotionControllerPawn.
@kmj11377 жыл бұрын
Hi. Just subscribed. I found you on the Unreal forums. I'm currently trying to produce a VR demo for my portfolio so I'm looking forward to reviewing your tutorials.
@marcoghislanzoni7 жыл бұрын
Thanks for the subscription and good luck with your project!