PLUGIN ONLY REPOSITORY
Unreal Engine Virtual Reality Pawn and Components plugin for common VR mechanics. Can be used for either Blueprint or C++ VR projects. All nodes (Blueprint) and Functions (C++) have a range of parameters for full flexibility and compatible with the VIVE Motion Controllers/Room-Scale VR projects.
Also available in the Unreal Engine Marketplace
Supports both SteamVR/Vive & the Oculus Rift
For a demo project CLICK HERE
For a UE 4.21 compatible plugin CLICK HERE
For a UE 4.20 compatible plugin CLICK HERE
3.0.6
- Hotfix for Teleport Component not working properly if BeamHitNavMeshTolerance is set beyond FVector::ZeroVector
3.0.5:
- Add Nav mesh checking ability to 360 movement (6 DOF) mechanic
3.0.4:
- Fix Oculus Teleport custom height offset not being applied (Teleporter)
- Set default pawn spawn collision to ignore any colliding assets within the level (VRPawn)
3.0.3:
- IWYU Compliance
3.0.2:
- Gaze category fix, change default rift height offsets, minor refactor
3.0.1.1:
- Minor bug fixes & refactor (Gaze component)
- Max Step Rate for Uneven Terrain by MrBigToe (VR Pawn)
3.0:
- New Teleport Fade In & Out Options (Teleport)
- New Configurable beam/arc boundary object types (Teleport)
- New Option to have target mesh indicator to face player camera (Gaze)
- New Configurable grabbable object types - not auto attached (Grabber)
- New Radial trace grab, allows main Grabber component to act like the SimpleGrabber component (Grabber)
- New Base content - hand, beam, whiteboxing shaders (Plugin)
- Fixed HMD location offset issue (Teleport)
- Fixed issue with Front Gaze Variable struct members not properly accessible in Blueprint (Gaze)
- Fixed compiler warnings (Plugin)
2.73:
- Bugfix Teleport HMD Type check causes crashes when no HMD device is available
2.72:
- Allow Grabber origin to respect Relative Rotation and Location defined in the Components Tab (Grabber)
- Added Acceleration to Gravity's influence (VRPawn)
- Added StepUp Rate in Uneven Terrain Pawn Z/Height adjustments (VRPawn)
2.71:
- Removed remnants of SteamVR specific references in code base
2.7:
- Enable VR Pawn to react/move properly through uneven terrain (VRPawn)
- Dedicated node for 360 movement with thumbstick/thumbpad of Motion controllers (Movement component)
- Various fixes and polish for Gaze, Movement and VR Pawn
2.65:
- Migrated to UE4.17
2.6:
- Automatically set HMD Tracking Origin (VRPawn)
- Added gravity (VRPawn)
- Customizable target mesh (Beta, Gaze Component)
- Full 360 Yaw Movement Freedom for use with thumbstick input (Beta, Movement Component)
- Fix for Oculus height offset issue (VRPawn)
2.5:
- Added Gaze interaction mechanic (new)
- Added function to check if HMD is currently worn (in VRPawn)
- Automatically set camera FOV to 110 to suit current released hardware, overridable (in VRPawn)
- Pre-configured VR Pawn
- Gestures Component (Record & Recognize custom VR Gestures)
- Movement Component (free axis, locked axis, dash/timed motion, bounce from VR bounds & optional use of Nav Mesh bounds)
- Teleport (Arc, Ray, Blink)
- Grabber (precision, lock, scan only, grab sky/sun with cycle day and night)
- Gaze interaction
- Scalable meshes
- Climb
https://www.youtube.com/playlist?list=PLngZ5l9HmlOQBtL8dzDD1lTAdXhsVEm4g
b. GitHub: https://github.com/1runeberg/RunebergVRPlugin/issues
c. Reddit: https://www.reddit.com/r/Vive/comments/4yx3q1/ue4_vr_components_plugin_easily_call_common_vr/
Completely free for personal and commercial use under the [MIT] (https://opensource.org/licenses/MIT) License
... more tutorials to follow!
Most assets made by: Ty Hegner
Surfboard model: Zaurian868 https://free3d.com/3d-model/surfboard-31485.html
Sword: lucasfalcao http://www.blendswap.com/blends/view/70259
Voice: http://onlinetonegenerator.com/voice-generator.html
Other Third Party:
- SFX by Freesound.org
- UE4 Starter & Sample Content
- UE4 Demoes:Kite, Elemental
- UE4 Particle Effects Project
- UE Landscape Project
- Sonniss.com GDC Bundle + Bulk SFX Samples for Fruity Loops
- Earth Satellite pic from NASA
To the best of my knowledge, all art & sound assets used in this project are provided either royalty-free or are in the public domain - contact me for any questions.