Thank you for sharing our work on your RU-vid channel! I hope the larger community will have as much fun playing with the project as we have had making it!
@@SentientArt I was happy to, if you guys have any other awesome VR or unreal engine related stuff in the future that you want me to share just reach out!
I used this environment for a short film and we were blown away by the quality! I had to tear out all the VR stuff but thanks for the video: reminds me I should go back and check out how they were implementing physics on the hands!
@@dontgotomychannel9403 You can use it for a film straight away without modifications, but some people on the team found dealing with the gizmos and icons annoying so I just cleaned out/deleted the bp content.
Idk if the stars aligned or what last night, but I was trying to find a high quality map that I could convert to VR just to play around, literally hours ago! Thanks a lot man, you're doing the Lords work 👍
I kinda feel like my 1080 wouldn't handle this scene well, but wow does this cool!! Love how the hands can physically hold an object. Id love to try this. Thanks for showing us!
@@EthanFilms definitely give it a look, it’s free!!! Also I’m thinking I will try to optimize it and make that into a tutorial. I’ll need to get some of my tech art friends to help me.
omg🥵❤🔥 im excited to try this out. iv been working on learning how to dev vr for the last year and iv come a long way. but still SO far from being a functional vr dev. i do have a project started. i have music i produced for it as well as some low moly models for fauna. anyway, im hoping this project helps me understand some key points better. im going to sub to you because its SO hard to find fellow VR devs in unreal. i appreciate you showing this tool off.
I wonder how this could work alongside finger tracking- that physics system looks really promising! Your channel is truly underrated! (Also I am just starting to work on something truly special for vr ;) Keep up the content!
@@QuinnKuslich Something that could also be really epic if you covered it would be vr multiplayer. Getting it to work, have someone join, etc. This would be some more work but hugely helpful!
@@FeuerDrache0702 you know that was always a big blocking point for me. I know some other creators have looked at it, but I’ve always wanted to create my own template for it. The ones on the marketplace are always full of so much stuff. I just want a simple setup to build on top of. So that’s one of my ideas in the backlog after I finish my HLA series
@QuinnKuslich I did watch the locomotion one, and it was very helpful. I'll be following along for the grip video soon. I got locomotion set up with my own project and it's amazing to see the things I've made in blender now at scale in Vr, So cool! Thanks again!
@@QuinnKuslich I do, the plugins werent loading and got a black screen in the demo. I also tried this a while back and just remembered i couldnt get it to work. Just a heads up when youre making your HL:ALYX tutorials which I am looking forward to.
Project crush after launch. Fatal error: [\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal. System: Intel(R) Core(TM) i5-9400 CPU @ 2.90GHz 2.90 GHz 32 GB RAM GTX 1070 And most of plugins require UE 5.3 and because of this, the project does not run on UE 5.4
Hello, I have a problem and that is that I want to use the grab system of Unreal Engine and on the other hand I want to have physics on my hands and interact with the environment, do you think you want to make a tutorial on this basis?
@@rezaj.mousavi7310 also unreal physics system is not advanced enough for you to grab things primarily with collision you would always have to have some sort of grab system in place
I tried editing the GameUserSettings txt file but it keeps reverting to higher settings. I also tried running exe with arguments but didnt work. Any idea would be apprecited?
To be specific, PCVR not VR. Because I feel like this is a huge red flag for VR developers. If you develop just for PCVR, is kind of a very small fraction of the VR population. While adults are trying to build 5 year old projects in unreal, we have teenagers building quick games and making millions in Meta. Just as an FYI
@@georgegonzalez5322 yeah you are technically right however it would be very good for a developer to take this project and practice optimization and lighting to make it run on Meta. it’s built for PCVR however it can be adapted to run on quest
@@serafm Yeah pushing the medium forward I guess is a nice way of putting it. Is just a very general way of looking at it. UE5 is doing the pushing, by looking at the asset all you are learning is PCVR. What would be your goal after seeing that? To make a nice looking PCVR game? To push what? Is a bit like window shopping but no return on investment for your time. If you found a way to make it for the standalone VR then is HUGE return on investment for you! or whoever does it.