Is it just me or does VR mode crash UE5? I had to go back to UE4 because of that. Some other people online seem to have similar complaints and some people are saying downgrading to dx10 from dx11 solves it. Do you have any ideas? Also when migrating the blueprints from the vr template to a new project, the teleporting does not work (at least for UE4). I made sure to have the inputs and to add navmesh volume, but it still doesn't work. The rotation works, but teleportation doesn't, it seems to be some issue with niagara maybe? Any ideas?
yeah the crashing is a real problem, I had to go back to ue4 for my vr projects too, maybe it's improved in 5.1, I haven't tried yet. I have not tried the directx downgrading but it may cause problems in other parts of the software, so Im not a fan of it :)) about the migration, make sure the destination project is also a VR template, if you still have the problem, I have to look into it,🥂
@@UnrealART I see, so there is no way to migrate to a non VR template project? I think I saw a video of someone migrating it into a blank game project or virtual production project by simply migrating the blueprints over. Sigh, I just hope it doesn't limit me later on. Thanks for the response nevertheless! 👍
@@greatideas218of course it is possible but there will be some complications to it, you have to set the game rules and inputs manualy, there should be some tutorials about it, you are very welcome 🙏🙏🥂🥂
Thank you for the video, i just had a question so in UE5 outside of the annoying crashes i followed the navmesh volume and when pressing p the entire floor space i wanna traverse is green and looks good to go but it still wont let me teleport in play mode? Im not sure what is going on?
Thanks for this. I actually had an additional problem that the floor that I created prior to adding the VR pawn did not work as a target for the teleport beam. I was able to teleport if the beam hit a wall that I created later (everything was comfortably inside the navigation volume) I then created a new floor and that works. Maybe the newer cubes were given some property by virtue of the pawn being present...? This kind of thing erodes my confidence in UE5. Also - I have a question. I notice that when you aim the teleport, you get a large square around the target circle. What does this mean? I also get a square, but smaller, and bizarrely it's to one side of the circle rather than around it. Any idea why? (What I really want is the target that has a pointer so you can control the orientation when you land...)
you are very welcome . the first problem can be caused by the collision of the floor static mesh . yeah ue5 sometimes acts awkward but it compensates with its amazing capabilities . about the question you asked , the unreal version has an impact on the UI/UX of the VR template and maybe that`s why it`s a little different than mine . I personally prefer UE4 for VR . I am currently working on a project and I am making it in UE4 . UE5 is a little shaky for VR so if you are serious about VR dev , I suggest going with UE4 . 🥂🙏
@@UnrealART Thanks man. Very helpful. Will you please make a video how to create workable navmeshbound for large landscapes? Because sometimes, navmeshbound doesn't work in large landcape.