Hi there! Many thanks for tutorial! If somebody get error when importing animation: "Animation length 4.958 is not compatible with import frame-rate 30 fps (sub frame 0.75), animation has to be frame-border aligned" - you have to change Animation Lenght to Set Range and set frame Import Range from 0 to 5 on import window
@cr3ap3r12 жыл бұрын
Thank you very much!
@tingjiezhang34932 жыл бұрын
That solved my problem! Thank you very much, sir!
@cr3ap3r12 жыл бұрын
@Joseph Delete and reimport and deselect import mesh with these settings again. For some reason I had to do it twice.
@voltoid_sw2 жыл бұрын
Thank you !
@mrslinivka72162 жыл бұрын
Thank you! :-) You saved me!
@edafeclintiduh37542 жыл бұрын
I just want to say you are brilliant... You teach not just the HOW, but also the POTENTIAL ERRORS that will happen if a step or code is skipped... Thank you for making this tutorial.
@Ken3Dguy2 жыл бұрын
Unreal 5.0.3 has issues with the animation import. You need to change the animation type to animation range and set it from 0 to 5
@HumbertoOriginal2 жыл бұрын
you saved me
@limitlessinmind2 жыл бұрын
Saved me too, bro!
@Arminkenedi2 жыл бұрын
thank you
@ProjectCity12 жыл бұрын
You saved me!
@Ken3Dguy2 жыл бұрын
@@ProjectCity1 Great to hear!
@melomaniakjm Жыл бұрын
Wow...not only the content is great but the delivery is excellent, clear instructions. Amazing job. And thank you.
@iamluismonster11 ай бұрын
Even when this process in almost deprecated as 5.3 includes something very similar, this tutorial helped me to understand the mentioned 5.3 VR Template version, Thanks.
@damianseals2 жыл бұрын
THANK YOU SO MUCH THIS WAS AWESOME! I wish that all Unreal Engine Tutorials were like yours
@mattiaspersson381 Жыл бұрын
Thank you very much for this. It was very helpful. I have 2 suggestions for improvement. This is more for other people using this tutorial to create games on their own. I understand that performance issues are not important in an example like this per se. 1: In the anim BP, it's better to get the pawn owner in the Blueprint Initialize Animation event rather than the update event as casting is a quite costly operation. The pawn reference can be stored as a parameter and queried in the update event instead. 2: Instead of booleans, it's possible to use the hand state enums also on the Pawn as variables, setting their values on the input events, instead of the booleans. The anim BP can then just read these variables and set the Hand Anim State variable from them., meaning all those if-statements/branches in the Blueprint Update Animation event can be removed. This is good because if-statements are also a bit costly. To identify whether or not it's the left or right controller, in the Blueprint Initialize Animation event, I just referenced the owning component, cast it to a SkeletalMeshComponent and used the object name to see if it was the right or left controller. But a tag could also be used. I then used a boolean called IsRightHand which determined if I should use the left or right hand Anim State enum from the Pawn. Thank you very much. It was very helpful for me to get into VR development with this tutorial.
@robertadams392511 ай бұрын
So for your first point, where exactly would you put the cast to anim bp? I thought that event begin play would already only cast on initialization as he has it. For your second point, are you just suggesting to set enum states instead of a true/false bool in the VRPawn, and then just calling the Enum in the animation blueprint instead of using bools there too? Thanks for this comment in the first place, very useful, and any further detail appreciated!
@shaldmi37762 жыл бұрын
You have to set boolean variables (Left/right thumb, poit, grip) to public. Otherwise there be compilation errors
@voc0072 жыл бұрын
[Solved] Around 21:11 where the hell did you add the blue dot thing between vr pawn and the held component left ? Its called add reroute node.
@animeshdaryani11862 жыл бұрын
thanks! 😀
@MrMirosBog10 ай бұрын
Very nice tutorial, thank you very much! It is a little bit outdated as the latest VR template uses hands with animations instead of motion controllers models, but I still managed to figure out how to adapt your instructions. You've done an amazing job!
@surfnwake2 жыл бұрын
Amazing tutorial! Thanks for taking the time, cheers from Argentina
@NomortaL2 жыл бұрын
Excellent video! Love the bgm (and audio ducking) you have in the background too
@JonBarrett-y1d Жыл бұрын
Any plans to update for 5.3? Because the majority of these options are deprecated now, its an entirely new input system
@James68257Ай бұрын
Great video! Would love a bit more explanation of what all the nodes are doing though.
@pixeldigitalarts8877 Жыл бұрын
Best tutorial on this subject! Thank you! this was very helpful. Subscribed!
@moonlightshadowpony2 жыл бұрын
This was a great tutorial, It just took awhile to figure out how to get rid of the errors but when I finished with that I got something pretty neat.
@estilara2 жыл бұрын
everything worked perfectly! cant wait to finish the next 2 tutorials, tysm 💕
@QuinnKuslich2 жыл бұрын
I'm so glad!
@NeosNonsenceAnimations11 ай бұрын
I can't find the trigger section at 19:37
@pooptard57736 ай бұрын
i believe its been updated, im having a hard time trying to apply this to the new blueprint as well
@josalt2 жыл бұрын
Mate this is so easy to follow! The quality is just next level thankyou!
@QuinnKuslich2 жыл бұрын
Glad it helped!
@peterallely54172 жыл бұрын
I am hyped. Thanks so much man.
@QuinnKuslich2 жыл бұрын
Hope you enjoy it!
@uruwashii52312 жыл бұрын
Thank you, thank you, thank you 🙌 Amazing work, brilliant content, well delivered 🙌
@stephananemaat10 ай бұрын
Great video. I think the only anim state missing though was index pointing while thumb is also up. No big deal though, I made an additional state and added it to the enum.
@SamaelQuinn2 жыл бұрын
As I was following this tutorial, I thought I had errors due to not realizing that it needed ALL inputs pressed to make a fist. I had thought that each animation would be set to a single mapping rather than a combination of mappings. Other than that this tutorial was amazing! Very well paced, and clearly explained.
@darrenj.griffiths95072 жыл бұрын
"This is a bug I have noticed in Unreal 5" - why doesn't that surprise me. Crashes and bugs are Unreal's specialty lol. Particularly when it comes to dealing with arrays (a fundamental aspect in 99% of all games). Anyway, thanks for this tutorial, it has really helped. :)
@QuinnKuslich2 жыл бұрын
Glad I could help!
@lincolnsnow61662 жыл бұрын
Thank you for the great tutorial. I've been having this weird issue where I can grip use the hands perfectly the first time however I can't use them or grip objects if I try simulating again. I have to restart the editor to be able to get it working again. What do you think could be causing it? I keep getting these errors and I've looked it up and I'm not sure if it's causing the issue because it's probably a bi-product of taking the false result from the is valid node and setting the open hand anim but I'm not sure because I don't have a lot of experience with blueprints. PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim I know it's been a while since you uploaded this but any help would be awesome.
@jaycaunhye Жыл бұрын
Did you ever manage to fix this? I'm having the same issue unfortunately. Any help would be appreciated.
@jlssculpturedesign8140 Жыл бұрын
Thank you for tutorial . Looking forward to trying this out.
@NyelleUnbroken2 жыл бұрын
7:09 I'm unsure if this was a change from UE4 to UE5, but when I converted my project I found two representations for the motion controller This video helped me figure out that I needed to disabled the "Display Device Model" (which I'm unsure was in UE4 or not but it fixed my problem)
@hrishikeshandurlekar2178 Жыл бұрын
Why did you not set the HandState Enum in VR Pawn and just read that in the Anim blueprint?
@closed97942 жыл бұрын
I followed the tutorial and everything is working except at the end when I add Set HandState it doesn't have a target pin with it so both hands execute the animations at the same time. Could anyone help me with that?
@boryszelezny4943 Жыл бұрын
How do i easly replace the hand model without replacing animations
@jedijerboa2 жыл бұрын
Hey, I have a weird issue. I can't find the input action triggers on the VR Pawn in step 8. In fact, I looked and I don't have any of the inputs and it says a lot has been moved to advanced input, but I can't access those. Does anyone have a clue as to what is happening?
@ConnectReality2 жыл бұрын
same issue:( did you resolve it?
@niveliyahu146 Жыл бұрын
same
@siijon0353 Жыл бұрын
Did you find a fix? if so, how please
@VRExperiences4All2 жыл бұрын
Really amazing! Thanks for share this treasure!
@QuinnKuslich2 жыл бұрын
Glad you enjoyed it!
@kenezur11 ай бұрын
A tip for anyone that has a problem with importing the hand animations : try changing material import method to "do not create material"
@SmitkumarPanchal Жыл бұрын
virtual hands not synchronizing with my hand while running mode
@BloodhoundTurtle2 жыл бұрын
First off great tutorial. Did it all on a valve index and seems open hand works, grip works, point works but it's stuck in point mode if not in open or grip. Also thumbs up doesn't work. Any suggestions? I know this is technically for oculus.
@mrslinivka72162 жыл бұрын
Same here... I have no idea why it doesnt work, but as he said to restart, it wont help me. Any suggestions? :)
@ManWhoLostTooth2 жыл бұрын
Great tutorial! Very clear and to the point!
@QuinnKuslich2 жыл бұрын
Glad it was helpful!
@KADstudioArchitect4 ай бұрын
Hello and thank you. We are Using UE 5.4.2 and Meta Quest 3. I need to user able interact with bare hands not Controllers, how we could do that? for example with point finger click on some elements to user pawn jump there? Thank you.
@QuinnKuslich4 ай бұрын
@@KADstudioArchitect I think you are looking for hand tracking, and you should be able to use this tutorial for that kzbin.info/www/bejne/m57ToKmtnNSorassi=lQLo5po3lYnfuBpX - hand tracking has been something I’ve wanted to investigate for a long time, but I’ve never created tutorials for it on the quest three. It will be something I will be looking at the future.
@robertg3382 Жыл бұрын
Default input are no longer in the input-mappings. Who/where someone have made the default.ini available with all inputs ?
@spacejockgaming Жыл бұрын
You have to make your own inputs now. Not my video, but this explains it well kzbin.info/www/bejne/fX2ogXiBrZt-o5I
@Arctan952 жыл бұрын
You don't need to do both the left and right hands in the anim blueprint you're setting each hand twice here? Setting the hand states would be better suited on the VRPawn and then sent to the AnimBPs for each hand, that way you're running that logic once per hand, not twice.
@sisimma2 жыл бұрын
5:56 where does the Transform location come from? I'm lost at the moment.
@clouddropleakz90872 жыл бұрын
Hey i was wondering if it was Possible to add a metahuman character to unreal engine 5 and use it to build your own IK kinetmatic body for your character?
@TijnvanGimst2 жыл бұрын
when importing the animations i recieve this message. Animation Stack Take 001 does not contain any valid key. Try different time options when import. Can anyone help?
@TijnvanGimst2 жыл бұрын
Unreal keeps saying the files dont contain any valid animation data
@blizzard254 Жыл бұрын
I realize this is almost a year old at this point, but the InputAction events are deprecated. When you go to add the gesture events to the VR Pawn, there are no InputAction events with pressed/release fields, but they are replaced with EnhancedInputAction events that lead to Cast To ABP_ManequinnXR and the fields are Triggered, Started, Ongoing, Completed and Cancelled. I'm assuming these events can cast to one another and i connected the true booleans to started/cancelled and the false booleans to completed. Some of them lead to triggered though and I'm not sure what the difference is
@blizzard254 Жыл бұрын
So it kind of works. Hand motions are very sporadic but the grasp inputs still work. Also everything seems backwards, when i point it closes the fist, when i close my fist it points, etc. Even the hands were backwards, I had to rotate everything 180* negative to reverse them (yes i double checked the video and all conditional branches before anyone says anything)
@杨文婧-l2g Жыл бұрын
@@blizzard254 Did you ever manage to fix this? I'm having the same issue unfortunately. Any help would be appreciated.
@blizzard254 Жыл бұрын
@杨文婧 yes I ended up just connecting the InputActions he explained in the video to the EnhancedInputAction. The events are pretty self explanatory, but if you need help with a specific event let me know and I'll tell you what I did
@СергейЖажин Жыл бұрын
@@blizzard254 thank you! What did you do for the pointing event?
@_rob3rtox_ Жыл бұрын
@blizzard254 how you fixed that?
@peterallely54172 жыл бұрын
I should probably join your patreon at this point.. Is there a way to import the action mapping that's there by default in the VR template, to a non VR template project? I hit import on the 'input' section and looked around but couldn't find anything that looked like VR input ini
@QuinnKuslich2 жыл бұрын
That’s actually something you would sit inside the config files and he would write them out manually
@blacJAC3932 жыл бұрын
Hello, love your style of teaching but I am having a bit of difficulty regarding Valves Index Controllers when It comes to inputs. I'm running into a issue that my hand animations are not activating unless I am gripping an object. Does anyone possibly have a fix? Thanks!
@QuinnKuslich2 жыл бұрын
I wish I had an index so I could help you
@mady9013 ай бұрын
Hey Quinn, I started following this tutorial. For some reason when I add the hands meshes and compile, there is an error. This happened when I deleted the hand right and left that came with the VRPawn. When I add a new skeletal mesh, it doesnt compile either. Any ideas to fix this? Thanks
@sihanzhang636 Жыл бұрын
Super helpful! Thank you!
@brianschwarm82672 жыл бұрын
Before I get started, I wanted to know if its possible to swap the mesh and texture for another VR hand on the marketplace after this all works
@coolandamazingchicken61657 ай бұрын
Love the subnautica music
@tedeusz83 Жыл бұрын
How this project works on Oculus itself? I mean with No pc connection. Just oculus rendering.
@lukefrohling Жыл бұрын
UE 5.0.0 doesn't exist anymore so I used 5.0.3 and it does not import the gunhold, knifehold, open, pointing, stretched, thumbs up, and grip animations (eg. "Failed to import 'C:\Users\[username]\Downloads\QK_HandTutorialAssets\HandAnimations\ANIM_QK_GunHold.fbx'. Failed to create asset '/Game/Animations/ANIM_QK_GunHold'. Please see Output Log for details."). The output log says that the animation lenght 4.958 isnt compatible with import frame-rate of 30fps (sub frame 0.75) and animation has to be frame-border aligned.
@KDOFisch Жыл бұрын
Import as an Animation Range and specify 0-5 frames as the parameter.
@BarTindar Жыл бұрын
Thank you that really helped!!!!😄@@KDOFisch
@veresno8230 Жыл бұрын
I want to put Hands Asset What should I do to switch to another model? Excuse me
@kombatmaster15402 жыл бұрын
So the left hand works but its buggy with the points. When I press both triggers it has a hard time knowing if it should point or grip. And the right hand only works when I grip and shoot but when it isn't holding anything its stuck in that one animation
@nautilusnemo22 жыл бұрын
Hi. Where did you animate the hands?
@GentlyGiantGames Жыл бұрын
Is there a reason that the starter content is bad if you plan to build for quest? Is it just performance heavy?
@IdioticMath2 жыл бұрын
Hey my hand Anims arent working. I dont know whats wrong with my blueprints as i rechecked all of it and it was all to your instructions. Is there something really simple im missing here?
@BiLLIGuess2 жыл бұрын
Failed to import QK_HandTutorialAssets\QK_HandTutorialAssets\HandAnimations\ANIM_QK_ThumbsUp.fbx'. Failed to create asset '/Game/vr_assets/hands/animations/ANIM_QK_ThumbsUp'. Please see Output Log for details. why?
@mauricesteeven36612 жыл бұрын
Can someon help me, I use UE5.03 and I do step by step import animation but still have same bug, I reinstalled Epc and UE5. Can someon upload another version of thos animations hands ? thanks.
@奚浩天2 жыл бұрын
I'm a beginner and I want to know how can I test the file when I'm done with the first part? Will it connect to the VR device?
@mahersabit92652 ай бұрын
idk if its just me but everytime i import the animation assets it freezes
@Tommyboi7566 Жыл бұрын
How would I add this to a full body mesh?
@Tommyboi7566 Жыл бұрын
I would imagine it's just making the animations for the fingers on the body and doing all the animations and everything with that.
@silverswordsaint9425 Жыл бұрын
@@Tommyboi7566 do you ever get it
@Tommyboi7566 Жыл бұрын
@@silverswordsaint9425 naw
@WhiteWolfInteractive10 ай бұрын
what if you want to use other hands?
@DaveUnreally Жыл бұрын
Anyone have any issues with sound? I test in editor with my oculus quest and can’t get the sound to work.
@geelau55062 жыл бұрын
Thanks so much for the tutorial !! I'm just looking for this for my project!! But I can't find the QK_CustomHand_Anim after imported the hand mesh to my project...did I miss sth...?
@mediocremop16232 жыл бұрын
Hi Quinn! I enjoyed following along the tutorial. Is it worth fully understanding what we did in step 8? There's so much to unpack. We took a reference from the Left/Right hand skeletal meshes, used Get Anim Instance, which gets the animation instance, obviously. Epic's documentation isn't too helpful in telling me what exactly that is, but we cast it to a BP_Hand_Anim. What's the point of the variable promotion? It clearly does something because when I get rid of it everything kind of breaks. Your tutorial is easy to follow along, but you don't really explain anything you do. Thanks!
@QuinnKuslich2 жыл бұрын
Sorry didn’t explain anything because I didn’t want the video to be too long. The reason that we create a variable is so that we can reference it in other places inside the VR Pawn and grab component.
@mediocremop16232 жыл бұрын
@@QuinnKuslich Thanks, could I ask where you learned all this? A book? Just tinkering and documentation?
@QuinnKuslich2 жыл бұрын
@@mediocremop1623 I have a degree in VR development, I spent four years learning at ringling College of Art and design. And now I work as an immersive lab engineer for GM. I also read a lot of books, and watched a ton of KZbin to learn how to do animation and modeling. It takes a lot of time and it is really complex. But when it’s daunting at first once you do a few projects you start to figure out how these systems work together and from there you can start making your own VR interactions and games.
@cr3ap3r12 жыл бұрын
@@QuinnKuslich Are there any videos you would recommend to learn how to create the anims, Blender for UE? I already know how to model, but haven't learned the rest of the process for animation for UE yet.
@atrashedpanda60442 жыл бұрын
followed step by step but there is no get animation instance itsself just graph,tag or link
@tohili83082 жыл бұрын
It's Great! can you make more video like this, so nice!
@QuinnKuslich2 жыл бұрын
Yes I can
@lob4star2 жыл бұрын
Hi, It was all going so well until 10:50 where im trying to find "anim_QK_Open" in the asset browser but my project doesn't seem to have anything in there, does anyone have any ideas on where they are gone (or more precisely how i have screwed up).
@lob4star2 жыл бұрын
From reading all i have come up with is that the animations (anim_QK_Open) are not linked to the same skeleton. Im not smart enough to know what that means but it doesnt sound right as there is no issue in the video and no one else seems to be having an issue within it.
@xxByoGxx2 жыл бұрын
@@lob4star I have the same problem
@lob4star2 жыл бұрын
@@xxByoGxx I think we went wrong almost right at the start, from about 2:00 "when importing the animations its super important that you set the import mesh to false" there is a "import mesh" tick box that needs to be unticked. I did that and it worked.
@lob4star2 жыл бұрын
after following it through from there it works great, although my right hands grab seems to be stuck closed when i press the trigger once EDIT: I had the right hand grip bullion as true rather than false so once i un-ticked that it worked a charm.
@kakafroon Жыл бұрын
When i go to import the fbx animations i get the following errors: Animation Stack Take 001 does not contain any valid key. Try different time options when import. This does not contain any valid animation takes.
@kakafroon Жыл бұрын
just read te comment below about animation rates, problem fixed thanks!
@errr76562 жыл бұрын
can i have some help when i play it my screen is very shaky
@TheRunningSongs Жыл бұрын
Hey so I’ve been becoming increasingly more worried that I’m using airlink without any fancy stuff just my computer and internet box and I’m not sure how to correctly set up/open a UE5 project. I have opened it however it is very laggy and glitchy, I did the oculus debug window which helped but not a lot. *Just in case people see this I’ll put here what I do to open a project* Load into meta quest 2 hub, open the tap that pops up saying it has connected to my computer via airlink* Press the open button* Load into the main hub area of the other thing (I forget what it’s called)* Select moniter 1 and open ue5, open the project.* Take off headset go to pc and 3 dots open in vr* I’m in but it’s incredibly laggy.* Any fixes?
@shawn6358 Жыл бұрын
Idk if this will help you but this is how I do it, first I launch airlink and make sure it's connected to the oculus app on my computer, then I start steam vr, then I hit vr preview to test stuff out
@TheRunningSongs Жыл бұрын
@@shawn6358 thanks man I’ll let you know if it works :)
@shawn6358 Жыл бұрын
@@TheRunningSongsif it's laggy in the steam vr hub try restarting your quest,I did it today and it worked for me
@NotDopple2 жыл бұрын
none of my animations are working but when i grab it does pls help btw im using 4.27.2
@exessgames7 ай бұрын
cant download from patreon???
@Broad-ShoulderS2 жыл бұрын
So if I understand correctly, the hand animations are static poses exported as fbx files? How would it work if you wanted to have the fingers move one after the other? Can you change the speed of the hand animations? I'm starting a VR project in UE5 and this tutorial is very helpful, but somethings are still quite unclear
@andrinSky Жыл бұрын
Do you have arms too or only Hands in VR? Because you have arms this would be very interesting for me!
@IDeVaToX2 жыл бұрын
great set of tutorials for UE5 nice work, just one question can you use your own hand models and follow along with the tutorials , or do yours have extra bones
@QuinnKuslich2 жыл бұрын
Sadly when I created the hand models, maya decided to add an extra bone to my hand meshes which is beyond frustrating. But you will need to make your own animations if you want to do that
@IDeVaToX2 жыл бұрын
@@QuinnKuslich yes done that thanks again, i seen a video that u were make a UMG user interface tutorial set would be very intrested to follow too if it builds on to this, appreciated nice work man
@vedaf81962 жыл бұрын
Hello, thank you for tutorial but i have a problem, after all steps my hands wont be in open position, after thumbs up anim or pointing anim, they will go to grip anim, not to open, i dont know why its happening i checked everything but still i have this trouble.
@vedaf81962 жыл бұрын
I get it now, OpenXR for WMR headsets doesnt support this type of input or something, if you start your project from SteamVR API all inputs should work normal.
@Blueraiser-gp3xz2 жыл бұрын
This was an awesome tutorial and great help, thank you! one problem tho, when I set the anim class to BP_HandAnim for some reason the hands become giant even tho all the settings are the same as yours. do you know what is going wrong?
@unrealengineruseng95832 жыл бұрын
Thank you very much !
@artmellowsculpts2 жыл бұрын
thanks buddy
@chomnansaedan47882 жыл бұрын
Bless you.
@shaylus_41582 жыл бұрын
I get an error when trying to import the hand animations
@mrslinivka72162 жыл бұрын
Its solved in comments under SHALDMI talked about it.
@mikem-zz4ui2 жыл бұрын
Would anyone know if this can work on the Mac version of 4.27/5.01, or perhaps the PC version but run on a Windows bootcamp on MacBook Pro?
@QuinnKuslich2 жыл бұрын
I can't help you with that. I haven't used a mac since 2018. Im sorry!
@CyberBunStudio2 жыл бұрын
I'm currently using a 2018 MacBook Pro with an i7 and a 4gb gpu lol It works decently but I don't know if it can handle super detailed projects. I'm just learning as of now. But for that, it works great tbh.
@death_foxxy_6668 Жыл бұрын
dose this work with characters
@aetomix_studios9 ай бұрын
Thanks alot!!!
@mauricesteeven36612 жыл бұрын
I have this error : "Animation length 4,958 is not compatible with import frame-rate 30 fps (sub frame 0,75), animation has to be frame-border aligned. " I tried to delete and re-import but I still got this issue.
@MDalton102 жыл бұрын
This is a bug/new error check in Unreal Engine 5.0.3. the only work around I know is the build everything in 4.27.2. It has to do with the animation length not being divisible by 30 from the help forums I was reading.
@peterallely54172 жыл бұрын
What’s your experience with the Forward shader v Deferred shader for VR? I know we’re ‘’meant” to use the forward shader for VR, and that’s what the VR template is set to by default, but what are the real world differences? Any other considerations like materials or lights behaving differently?
@QuinnKuslich2 жыл бұрын
So in the past I have used the Forward Shader for Quest Projects, and I always noticed that it kind of screws up metallic and translucent materials. But with my last project, Broken Rock, we had it on and I didn't really notice a difference. Forward Shading used to be the standard during Unreal 3 days, but that was before my time, as I am super young in game dev years.
@monkey_that_hacks2 жыл бұрын
Anyone know why but my right hand is really small compared to the other one
@SabSnake2 жыл бұрын
Coming over from Unity. I have the Valve Index, is it possible to have " Finger Tracking " with Unreal Engine? And how would I make it work with all/Most PC VR Headsets?
@QuinnKuslich2 жыл бұрын
That might be something you specifically have to download, and I work on oculus so definitely be something you have to actually look up. Steam should have Docs on it because it’s their tech
@SabSnake2 жыл бұрын
@@QuinnKuslich Bud sent me a few links of docs. Is it even possible to make VR Games in Unreal Engine yet? Or does it still need work?
@QuinnKuslich2 жыл бұрын
@@SabSnake you can totally make games in Unreal. kzbin.info/www/bejne/jpetdYJ8rb12hac here’s one I did with a team of 4 in a little under a year
@Eroslarry2 жыл бұрын
Hi~this is a Great tutorial!! But I have an logic issue about the step 9 , adding final functionality to the animation BP , it seems have some problem when connect branch node. But It still a great tutorial ! Help s me a lot ~THX
@QuinnKuslich2 жыл бұрын
You just can't connect the boolean to the branch node?
@Eroslarry2 жыл бұрын
@@QuinnKuslich oh, sorry , I mean if I follow the video to connect the branch node, when it play , gesture animations are not correct, Grip Button would be pointing animation, others would still on Open state, so I changed it when Grip, pointing, thumbsup's boolean are true, Hand state connect to True not False. and it would be all correct gesture animations
@kevinklasson50227 ай бұрын
I am unable to download the assets, are they removed or is something wrong on my end?
@kevinklasson50227 ай бұрын
I found them elsewhere!
@CaptHalcyon7 ай бұрын
@@kevinklasson5022 can you say where you found them please?
@Illuminati_Donut2 жыл бұрын
What input mappings would I need to use if I am using the valve index controllers?
@QuinnKuslich2 жыл бұрын
What was the valve index that’s a little bit more tricky because this is a hand animation tutorial and the valve index out of the box should have better hand animations than what this could offer
@flurishart6122 жыл бұрын
I'm not able to bring my pointer fingers down unless the grab button is held down too. Is that how it's supposed to be or did I mess up somewhere?
@QuinnKuslich2 жыл бұрын
Grip animation should only activate if you are holding the grip button and the trigger button at the same time. As that is how your fingers work in real life. Is that what is happening with yours?
@flurishart6122 жыл бұрын
@@QuinnKuslich Hmm, grip is working for me when I press the grip button on it's own, but the pointer finger stays up. And then if I press the pointer finger button it will go down too, but I can't do the pointer on it's own.
@QuinnKuslich2 жыл бұрын
@@flurishart612 if you press just the grip button it goes into the pointer animation?
@flurishart6122 жыл бұрын
@@QuinnKuslich No, it does the grip correctly if I press just the grip button. And then if I press the pointer button it will go down correctly, but only if the grip button is already held down, I can't press just the pointer down on it's own.
@QuinnKuslich2 жыл бұрын
@@flurishart612 So what you’re saying is you want to just pulled the trigger button and then have only the index go down?
@itsdom19362 жыл бұрын
i tried but my hands wouldnt work idk what i was doing i was having trouble getting my left hand working right my hand placement does look weird its like i have two right hands
@QuinnKuslich2 жыл бұрын
Flip the scale in the left hand by -1 in the Y axis
@danielepiscozzo3332 жыл бұрын
@@QuinnKuslich hi, thank you for the tutorial! After i flip the scale by -1 in Y axis, the hand disappear when i move it in the editor. I tried to add the left hand to a child object and flip the Y axis to the child but the result is the same. Any ideas? Oh, im using Unreal 4.27
@InnerspaceX10 ай бұрын
My hands are keep on the ground :( UE 5.3
@devlogerio2 жыл бұрын
Can I buy Oculus 2 and start doing it?
@brycenrushing44122 жыл бұрын
I would like to use this in a commercial product I am developing. If I create the static mesh, animations, etc from scratch instead of downloading from Patreon is that okay?
@QuinnKuslich2 жыл бұрын
You can still download that stuff from Patreon, and then just swap out the mesh. You don’t need to have a license to use unreal code and when you basically become a patron and download that it becomes yours. The only reason that you can’t use my mesh commercially is because I don’t have a commercial seat of Maya. That won’t be a problem in the future though because I’m gonna be swapping to blender
@brycenrushing44122 жыл бұрын
@@QuinnKuslich sounds amazing! Love the channel and love the tutorials. I have never used Patreon but if you have more tutorials there I might just get into it!
@QuinnKuslich2 жыл бұрын
@@brycenrushing4412 No extra tutorials there, just downloadable projects and models
@ElmoPlayss6 ай бұрын
animations won't import :/
@2GG002 ай бұрын
I'm new to this i did all of it and i cannot see hands on the screen
@QuinnKuslich2 ай бұрын
This is a pretty old tutorial, the new UE template 5.3 and higher just comes with hands out of the gate, I’d recommend using that instead.
@2GG002 ай бұрын
@@QuinnKuslich thanks
@tobias3412 жыл бұрын
Hey so followed the tutorial and it worked great but I went to fine tune the hand rotation and suddenly none of the anims work. Any ideas why? Tried restarting and resetting the position
@QuinnKuslich2 жыл бұрын
Weird, I’m gonna try and replicate it and see if I can’t reproduce the bug. All you did was change the rotation of the hands? Like the meshes themselves? You might wanna just try and reset the hand anim variable off of event begin play. It’s possible when you change the measures that it broke the references
@tobias3412 жыл бұрын
@@QuinnKuslich my brother in christ it is all my fault. I messed up somewhere and now i have two right hands i'm gunna go back and see what i did wrong. thanks very much for being helpful though
@tobias3412 жыл бұрын
@@QuinnKuslich all solved, my apologies
@QuinnKuslich2 жыл бұрын
@@tobias341 what was the issue if you dont mind me asking?
@tobias3412 жыл бұрын
@@QuinnKuslich messed up on blueprint, made a mess when trying reset the hand position. The tutorial is really good so i could easily see what i did wrong.