To make locomotion a lot more natural, add a get right vector to the smooth move section and connect the camera to it, split the action value from the inputaction, insert multiplies for both forward and right vectors - multiply forward by action y and right by action x - add the 2 together and connect that to the movement input... Et voila, forward, backward and strafing.
I'm new to this, so sorry if it's kind of dumb but, you add a Multiply and plug both x and y to it or two Multiply nodes, one for Forward and one for Right? How do you plug X and Y to the Movement Input?
Hey, for a backward movement, you could check with a branch the action value from tour enhanced input event and if is not positive (forward) multiply by (-1) the forward camera vector, and it should move backwards. Great video Thanks!
@@NightmareRealmsAdventures oh you don't need to do all that, you can do one binding for forwards/backwards movement, and one binding for sideways, setup just like he did for each one (sideways uses camera Get Right Vector) and it should be good to go. Axis inputs emmit both positive and negative. Which you'll use forward (positive) and backward (negative) on the same camera axis.
@@DrakeMakeshey man ,i never try VR ....for this you need some vr glasses,or costume or something ? how can you see your hands and all that stuf movement ? 😮😅
f***ing THANK YOU! your the first person out of 4 vids ive been scrubbing endlessly over who mentioned unchecking the controller yaw checkbox. I've been beating my head against the desk for 2 days trying to figure out why it wasn't working 😭
For forward/backward movements, I multiplied _Smooth_ _Move_ _Action_ _Value_ _Y_ with _Forward_ _Vector_ _X_ and _Forward_ _Vector_ _Y_ For sideways movements, I then multiplied _Smooth_ _Move_ _Action_ _Value_ _X_ with _Forward_ _Vector_ _X_ and _Forward_ _Vector_ _Y_ , rotated that using _Rotate_ _Vector_ by Z 90 degrees, and added that to the forward movement values
I did manage to get the Wolf to be very dangerous. he even has AI speech recognition. I gave it a bunch of random military callouts and directions. Then he will counter. I ran a test and he disemboweled me in under 5 seconds. May need a small lobotomy. Or not. I am giving you every weapon you can bring to bear. Explosives, trail cams, and drones. 50cal rifles, MG42 blah blah. No levels. You jump out of the plane and send up the flare when the job is done, or you don't go home. And try again.
If it wont move for you as well convert the pawn into a character class under class settings and then adjust the vr origin according to the character hitbox
Left thumbstick needs to be split for X and Y axis. All 1d floats. y axis needs get forward vector, x axis needs get right vector. Also x and y have their own add movement. (Normal controller movement)
Thank you sooo much man !! I am beginner, and i was looking the same for a long time. But i was not getting the tutorial. Please keep creating such useful content. Thanks.
One of the main reasons I made this was because I couldn’t find any tutorials, it’s not the best system in the world but I’m glad it’s helping people get started in using UE5 VR.
I am having a problem. I followed your instructions, but had to switch the input to oculus input. And my hands are gone, and I cant move or turn. Do you know how to solve this?
Yes, great job. I will be adding this or a version of this into my levels. I prefer the quest controllers for motion, so will use them and not a valve controller. Love the idea. For the rotation, I will look at specific equations for turning and see if I can fine one that moves in such a way its not to jarring to experience. Again, great job.
Do you happen to have a solution for the weird collision issues that comes with the Collision capsule and VR origin being set to the center of the playspace instead of where the player is actually standing IN the playspace? I've been having an aneurysm for weeks trying to figure this out
Ty for this helpful video! However I have some complaints about the movement. 1. moving even slightly out of where you were standing while initually starting the headset will throw off the turning, making you run backwards or forwards in circles 2. moving backwards (as you mentioned) will make you go forwards Can you please and thank you with a cherry on top make an updated video on how to fix these minor issues?
@@LillyIsPink Any luck fixing it? 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 I fly through the floor and backwards. Any ideas? Thank you :)
Should the collision capsule follow the player in the real world? If i move around in my setup wont that make the collision and movement off center? What do other games do to fix this problem?
Can you please tell me why it wont let me turn other directions or let me move other directions it only lets me move forward not backwards or to the side
What about rotating the character, and not the playspace? This method rotates the playspace, and if you stand a bit to the side irl, you end up orbitting the center of your playspace. Your character itself doesnt actually turn. this can create massive clipping issues.
@@proszowski I ended up figuring this out... look for a video called "Setting Up Smooth Locomotion VR Using Unreal Engine 5.1+ Using The Enhanced Input System." by GDXR.
Thank you. Found out that the starter snap turning breaks after going into the VR Pawn's class settings and changing it to a character, and had been trying to set up smooth turning for a few minutes.
Hey, i know you've done some videos on horror Engine. Maybe do a little tutorial series on it? simple tips and tricks for the basics or something? Anyways nice videos!
BRO I have a question what happens when you move IRL ? I for example made a trigger box to change color from red to green (VERY BASIC). if I teleport to it, it changes from red to green as it should but if I WALK into it like IRL it doesn't change and I do not understand why (I added a Capsule collision to the VR default Pawn) it works if I teleport but not if I walk into it IRL movement... any help/tip will be appreciate it
Do you happen to know of a way to rotate the camera instead of the actor? I've been trying with "add local rotation (Camera)" and when I print a string the values come through, but the camera doesn't move. Looking to rotate based on relative position, not just the center of my play space. Also looking for a similar solution regarding the collision capsule. Great video!
I use Oculus 2 and follow the tutorial, but I couldn't move or turn around. I found out that in IMC_Default, I needed to select the corresponding device. In the video, selected Valve Index, but once I selected Oculus Touch, it worked.
The movement works but the position seems to be kind of 2ft above the ground plane like it feels like floating rather than touching the floor.....How do we fix this????/
I need help! I can't turn with my right stick even though I checked that Yaw thing. EDIT: Fixed it. Had to wire the Triggered piece of code to the rotation set. Edit 2: Turning is off-center.
@@Saif-lv8cl I notice from personal experience, setting VR Origin to -88 never works. You can be sitting or standing with headset on. So -88 never works. I use this tactic instead. I enter play space. Reset position and rotation of character once you enter play space. So you start off perfect. Now stand up yourself first then reset character, not sitting. Use your controllers to see if your controllers touches your real life floor and matches to the play space floor scene. Adjust the VR Origin till its set perfect. Remember to reset character every time you enter play space. Do not rely on the auto reset character player in blueprint at the top begin play.
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 I fly through the floor and backwards. Any ideas? Thank you very much for this, great tutorial :)
Glad it’s working as a starting point! Try experimenting with the collision settings of the objects you pick up and the player capsule, making it so your VR pawn only collides with the environment and not objects you pick up. Good luck!
This was an awesome video thank you. Maybe its because I'm quite new but I didn't understand the "why" to many of the steps you were doing. Perhaps that wasn't your aim which if that's the case then you can completely ignore, but if you did maybe explaining that the reason we changed the value type to axis 2D is because xyz; would have helped :)
show ...@NightmareRealmsAdventures oh you don't need to do all that, you can do one binding for forwards/backwards movement, and one binding for sideways, setup just like he did for each one (sideways uses camera Get Right Vector) and it should be good to go. Axis inputs emmit both positive and negative. Which you'll use forward (positive) and backward (negative) on the same camera axis.
Hey, I'm having an issue that I'm not able to fix + I cant find any tuto to fix this issue on internet. When I move irl the capsule collider doesnt follow me, resulting in a non alignment situation where the player can go through walls ... Any idea on how to fix this ?
Hello, are you using the default VRpawn bp or did you create one? If you created one, ensure that your capsule is the root of your component in your BP. If not, move your capsule in the "DefaultSceneRoot", then your VR origin and camera will all be children of your capsule and you should be able to move it with your camera (in fact, I should rather say that it will be your camera which will move with your capsule). If you are using the default VRpawn, and modified nothing in its componet structure, then I have no idea why your camera is moving and not your capsule.
@@69mignon hey, I fixed it. I was using the default pawn from the ue5.2 vr template. To fix it I just call in the tick the node that comes with the template that allow to re-place the player in the 0,0,0 position according to the root. So that everyframe the camera is placed at the perfect spot so that it stays in the capsule collider of the player. It's maybe not the best course of action but it seems to work kinda well at this time. Thanks anyway for replying !
dude dont work only go front i use occulus i put for occulus not valve, and when i push back he go straight also ... not nice i think this tuto is obselete
anyone else who suffers with loss of VR hands open your VR game mode and refresh the default pawn class, compile then save. This has been driving me crazy and no one needs to suffer the same fate. think its because of changing the VRpawn's default class from pawn to character ( thus the gamemode refresh fix)
Try again, in your coding. Good try. I've been looking around for Enhanced Input Actions movements vids because the old way is being deprecated. Even though old way is less stress on passthrough XR play space. Think I'm just gonna stick to the old school way of locomotion if none of these Enhanced Input Actions vids work. I'm using UE 5.3.2
This might be an LOD issue- if your computer can take it you can try forcing the level of detail to stay higher under the foliage’s settings. This can be pretty heavy stuff to run