wow, this is simple and great tutorial. Thanks for creating it. This is exactly what I was looking for. I was able to get everything working as expected. However, the Character is spawning above the gorund and in mid air. which is prevernting from accessing the scene properly. is there any fix for this?
Great video with great points. I think the devs have done a fantastic job with this being early access. Of course there are bugs, which is to be expected but all in all, great job with the game so far. I’m really enjoying it. I’m 25 hours in so far. The only frustrating thing for me has been suddenly losing my pistol or pistols I find as loot but I think they fixed that in the last update. All in all, I’m quite impressed with the product in an early access state.
@@flowerperson581 I'm happy to hear that. A lot of videos in the VR space are too happy go lucky and hype. I like to make more systematic and objective reviews. They are still my subjective thoughts, but I want to make clear arguments with proof. It takes a lot of time to edit though😅. Still, I'm happy my efforts weren't in vain and I hope you'll enjoy the game as I did for what it has for offer right now.
@@aljoscharuf3210 thanks! My microphone was really cheap, 10 dollars, so even I'm surprised that it sounds this good. I added some effects in Adobe audition too.
Believe me, I love prototyping VR games and sharing. Right now I was making a video about into the radius 2 VR releasing into early access and editing is a massive drag. I'll bounce onto more tutorials next.
I know, right? So many videos rambled on for 10 minutes to get a scrounge of useful information and of course they are very unstructured. I made what old me wanted to find back then, not what some lazy youtuber would. Thanks for your words. It feels good to be of help.
I don’t have pcvr/steam I’m using standalone oculus quest 2 and I’m on the live channel. I don’t know if I got the update yet because I didn’t get the option to updateand idk how to check if I already got the update
Try installing mods that say patch 5 and check if it works. That's my best bet. Or the other way around. Patch 3 mods that shouldn't work if you have the new patch. I hope that helps.
I just finished my exams, so I'm going to look into this. I know the problem with the virtual floor not matching up with the real one. The core steps of making this work are still the right way to go about this, but I will soon update how to make this work better.
I setup everything so I can move forward/backwards/sideways with the left thumbstick and snap turning on the right one, but if I hold something, like the guns or the cubes, I fly through the floor and just go backwards. Any ideas? Thank you very much for this, great tutorial :)
Thank you for the kind words. I now realize I need to resolve these issues. I think disabling collision to the player model should make it better. I can't wait to get my exams done next week. I'll have the rest of the summer to work more on this project and fix all these unintended side effects. I'm sorry I don't have a good answer right now but I'll be back.
@@ImpalerVR Oh, don't worry, it looks like this is something that is still relatively new and we're all working together :) I'm a Blender user and I've just started to learn my way into UE to combine my workflow between the two softwares. This is going to take a while, although being a Blender user helps a lot to move around UE. Thank you again for everything and good luck with your exams 🖤
Doesn't work for me in 5.4.2, I debuged the blueprint, and EnhancedInput works, but Camera vector doesn't give the correct number, It gives a static one, It doesn't update. I don't know what variable to put there.
Not just you. I tried solving it with the type of play space you put in the blueprint, but I still can't solve it. I'm still not sure what is causing the problem.
I forgot to mention. Thanks for pointing it out. I usually turn off snap turn entirely, but that's just personal preference and most people still use it.
Yeah, I did notice that happen. I didn't think it was because of the moving. I think the collisions need to be adjusted so it ignores small objects and make it that the actors become a component of your VRPawn when you pick them up. I'll have to look more into it, especially if making a full physics based game, which is what I want to make. Thanks for the feedback btw!
@@alfredogarciabarroso but most VR games use it. I'm really not sure how they make it work. I actually don't know what games use 1 to 1 collision models to what you see.
Thanks for the kind words. I made it as if teaching my past self who couldn't find a good tutorial and had to solve this the hard way, so of course there are other people still in that boat.
thank you for the tutorial! the other one i had used independent turning (like you had to use right stick to rotate your movement direction) this one was exactly what i needed, and it was only 5 minutes :D
I'm pleased to see it helped you! I don't know why there aren't any good and short tutorials for VR in ue5, so that's why I made this. I didn't set up rotation with right thumbstick yet though.
The IFLOLS (meatball) will tell you altitude error in your glideslope. Generally 600-800ft is the altitude you intercept the glideslope The following the funnel behind the carrier on the nav screen will help you set up for an approach down the runway The AoA indexer will tell you if you are too fast (red arrow), too slow (green arrow) or on speed (orange ball) The velocity piper is useful in understanding where your aircraft is heading. Because the carrier is sailing away, place the piper above where you intend to land
At the end, (not to sound nerdy or anything) you said cut throttle. This is the possibly one of the worst things you could do. You want to set throttle to max when you touchdown so you can take off and go around again if you miss the arrester cables. Other than that, the tutorial was great!
That's true. Even when I recorded this I missed my first landing and had to pull back up. Now that I watched this again, I did say IF you caught the cables. But you can still go full throttle and the cables will hold you in place, so maybe I shouldn't have said that bit😅.
For safety’s sake going afterburner on touchdown is recommended as a proper cable capture at the proper airspeed should never result in a runway overrun An idled engine on touchdown will take to much time to ramp RPMs back up for a recovery burn if throttling up in reaction to a missed wire
Nice tutorial, but I have some questions. It doesn't work from start, I think it is because of my Quest 3, so it doesn't work with key values in IMC_Default (I added Oculus, Valve, Vive and Windows Mixed reality) And my vr hands disappeared. Hope you can help me solve this problems🙏
Sorry for the late reply. The oculus touch should be working with all oculus type controllers. I myself use the quest 2. I think your problem may be that it doesn't auto-possess your VR pawn. Especially if this is your first time and your default teleportation movement doesn't work (please try this first), then search auto possess player in your VR pawn and change it from "disabled" to "player 0". That should get it working if I guessed it right.
Very nice review, I also think this is the best VR game I have played after 5 years of VR addiction - the interactions and gameplay are absolutely brilliant and the anxiety/tension it creates is almost real - currently doing a vanilla scavenger run with no shop, can't wait for ITR2 - did you know you can also play the original v1.0 with one large map by enabling the beta in Steam? 😎
Thanks. I do know about v1.0. I intend to try it after I finish my now second itr campaign. It's just so fun collecting all the guns and trying them out in the zone! There are enough guns in the zone to ignore the shop too. I think you can get a lot of cleaning supplies in kolkoz zarya down in the house by the river. I'll try to back up my save in case anything funky happens when I revert it to the 1.0 version and I'll probably do a video on that too. I'm most excited about the sleeping bed and navigation. With that big of a world I'll actually have to use my map and compass (I turn off the marker for my position).
@@ImpalerVR V1 used a slightly different save path - in the parent directory of V2 folder, so it won't overwrite - tried it myself, but just in case... 🤣
that folder isn't necessary. You can make one yourself and name it whatever you like, it doesn't make a difference. It's the input file that's important.
huh, I'm not sure. Are you looking in the VRtemplate project and there is no input folder? Does the game run regardless if you put the headset on and you can teleport? When you click right in the content drawer is there no input option below create advanced asset? I wanted to give you a better answer, but this should be there the first time you open it without any tinkering so try making another VRtemplate project. Otherwise I don't have enough information to figure out what's the issue.
@@ImpalerVR damn well that's unfortunate. Yea I made new projects and everything I followed your instructions to make a new input blueprint thingy but when I tried I couldn't find the option to make it
It worked for me in version 5.2 after changing the Parent Class from 'Pawn' to 'Character' and unchecking 'Use Controller Rotation Yaw.' Thanks you for sharing this!
Yeah, the character class should give you more functionality, but I don't understand what problems controller rotation yaw cause. Did you use some other input method and what problem did this solve exactly? Regardless, I'm glad this video was useful to you!
@@ImpalerVR With controller rotation yaw disabled, the implemented snap turn of the pawn class will work again somehow. I bound the snap turn to the right controller and smooth movement to left.
I'm glad to hear it worked for you! You can adjust the speed by searching for max walk speed in the details tab of the vrpawn blueprint or instance. You can change it to however many cm/s you want, though I didn't try to modify it yet so I'm not sure if that is the solution or now that I'm looking into it I didn't know that the game can detect when you are crouched. Maybe it sees you as crouched when your head is below the middle of the capsule. Anyway, I hope this solves the speed too. What other VR feature would you want a tutorial on?
Thanks ill try that, and if you could do a tutorial on teleporting to a location on a widget by pressing it i would really appreciate ir haha, im stuck on that right now, my solution was that when you pressed it it reloaded another level on the location i wanted, but that implicates having a lot of unnecessary levels instead of just teleporting on the same level, anyway thank you so much, happy new year @@ImpalerVR
@@kikin13579 I didn't try to make a map for my games yet, but I understand that you already have one and you can get the coordinates for the destination so you only need to find a function that snaps you there, so it should be an easy fix. I'll see if I make a tutorial on that in the future. And thanks! I know it's a bit late, but happy new year to you too!
Looks pretty easy... unfortunatly it doesn't work for me in UE 5.3.2. Still only the teleportation function, or even no movement, if I cut off the teleport and snap function in the VRPawn blueprint. I even made some screenshots, as this are just some minor steps. Maybe someone see something. Still grateful for the effort. Screenshots: drive.google.com/file/d/1uY5TTcS3rfZYSrutbIUNPahMakW1xNdC/ - Similiar IA (Input Actor) for left/right (x-axis) and forward/backward (y-axis) - Added all 4 controllers left thumbstick to the mapping list for both IA - Advanced Input Action for both IA, Add Movement and the "Right Vector" / "Forward Vector" function in the VRPawn Blueprint. Maybe it's related to the fact that I'm using a Pico 4 headset with the "Virtual Desktop Streamer" App... but at least every game worked for me so far.
I'm not really sure what went wrong for you. Apart from making sure they the name is valve index (L) thumbstick x axis and y axis, I don't know. It should work the same way. Try to diagnostic it in the vrpawn blueprint. Make it print out the value and see what it spits out. Best of luck to you!
To disable snap turn, enter in the VRpawn blueprint and disconnect all the pins coming from the enhanced input action IA_turn (should be the second or third down and commented as such). If you want to switch that from the left controller to the right, then enter the default imc and change the turn input mapping from the left controller thumbstick to the right. Basically the same name it lists there but with an (R) instead of (L). I hope this helps you!😁
This game is easily my favorite vr shooter. Every other vr shooter kinda feels like an arcade shooter where you are invincible. Doesn't feel like there are consequences. With this game you can make it as hard or easy as you want by settings or limiting your weapon usage. Also on pc you can mod various aspects of the game. Shame there isn't official mod support like they planned but I would rather them put more effort into the next game instead of wasting half a year adding mod support.
Absolutely. They won't make mod support for this game, but they said it will be in the sequel so that's cool. I myself use a mod to clear some of the fog so I can snipe farther. The only game that kind of rivals this game in my opinion is ghosts of Tabor with the inventory system and consequences, though I still prefer this game.
Do try it! I had a blast playing it. Ford is cool and all, but having superhuman strength or being extremely tall really opens up more gameplay possibilities. And thanks for the compliment! I try my best.
@@ImpalerVR yeah, even tho ford is my main avatar in bonelab, i think i’ll try a bit of variation between characters when playing labworks. also, no problem! got this video in my recommended and thought it was pretty good. hope it blows up!
Hey! It's nice seeing you around again. It seems a change in format was what I needed. And yeah, glad I can inform about Bonelab. Still, do look out for the next SLZ game. I think it will have more content next time. See you later!
PS: I just went on a binge buying spree and now among other games I have Guardians Frontline. I'll have to play it to make an impression, but expect a video about it soon, as I'm sure someone would in the audience would like :)
@@Just_a_Piano_ huh, so that's how it works. I can't tell if I got all of them yet. I think there is a tab for cassettes like the other documents in the pocket map, but I don't remember that well.
@ImpalerVR found tapes can be put into the pocket map to play so you don't use up space taking them back to vanno. The green button can be used to cancel the tape incase it's one of annoying loud noise ones
@@Just_a_Piano_ yeah, I know how to do that. I was saying that I don't remember if there is a count somewhere, like you have x number of cassettes out of 30 or however many of them there are.