Setting up a VR-ready File & Templates

This article will cover the basic setup for VR Applications depending on your headset of choice with basic template files.

HTC Vive - SteamVR: Unreal Engine Template File

Unreal Engine is a Real-Time Rendering Engine. Meshes or objects with excessively high poly-counts require far more processing power to render. The use of needlessly high-poly meshes can often result in poor VR experiences. Read more about VR asset preparation here.

This covers the basic setup using the pre-made Virtual Reality template file provided by Unreal Engine. It comes in with various additions that just need to be deleted. It allows for standing VR, motion controller-enabled VR and gamepad VR.

Project Creation

  1. Open Epic Games Launcher

  2. Navigate to your preferred version of Unreal Engine and open it

  3. Click [New Project] in the upper tab menu.

  4. Under the [Blueprint] tab, select the [Virtual Reality Template]

  5. Under the project options, set the device to Mobile/Tablet. Desktop/Console may be used but VR experiences are generally resource intensive, if the intended experience is not dynamically intensive it would be okay.

  6. Set the quality to Scalable 2D/3D. Maximum may be used if the intended experience is not dynamically intensive.

  7. You may choose to import it with or without Starter Content.

  8. Create the Project. Unreal Engine will now create your project.

SteamVR

SteamVR will automatically open upon launching Unreal Engine. If it does not, open it through Steam or the system.

VR-ready Level

The VR-template comes with two VR-ready maps.

  1. In the Content Browser, navigate to [VirtualRealityBP > Maps].

  2. Choose the level template you wish to use:

    • HMDLocomotion relies on the use of a gamepad (not included with MSD VR kits)

    • HMDMotionController has built in functionality with the Vive Controllers

  3. Save a copy of this level to work from, [File > Save Current As] and save it to the root.

  4. Delete all unneeded content from the World Outliner. A standard base pictured below.

  5. In the Details panel of [VRPawn], ensure Auto Possess Player is set to Player 0. Also ensure that Auto Possess AI is set to disabled. This ensures that upon running the experience, the player's VR HMD will register automatically and not anything else.

Unreal Engine Resources

Unreal Engine builtin resources can be accessed through the Content Browser. Under [View Options > Show Engine Content] and through the Sources Panel.

Debugging, Testing and Playing

Use [VR Preview] under [Play] to simulate the experience in VR

NExT LAB VR-ready Template

Templates are not compatible with all versions of Unreal Engine. This specific template is compatible for UE 4.22+

Download Link:

This section covers using templates in general, along with a Virtual Reality template provided by the NExT Lab. It comes with basic environments set up with some basic assets included and a first person camera

Using Templates

  1. Navigate to the Templates folder of your preferred Unreal Engine version in the the Program Files. E.g: C:\Program Files\Unreal Engine[Version]\Templates

  2. Unzip and copy the downloaded template to this Templates folder

Project Creation

  1. Open Epic Games Launcher

  2. Navigate to your preferred version of Unreal Engine and open it

  3. Click [New Project] in the upper tab menu.

  4. Under the [Blueprint] tab, select the newly imported template.

  5. Under the project options, set the device to Mobile/Tablet.

  6. Set the quality to Scalable 2D/3D.

  7. The template already has built in Mobile Starter Content.

  8. Create the Project. Unreal Engine will now create your project.

SteamVR

Foreword: SteamVR will automatically open upon launching Unreal Engine, if it does not open it through Steam or the system.

Using the Template

The World Outliner already has set up folders and default content:

  • 00_SkyEnvironment includes a [BP_Sky_Sphere], this is linked to the [DirectionalLight] in the same folder. You can rotate the [DirectionalLight] and toggle [Refresh Material] in [BP_Sky_Sphere's] Details to set the sun location.

    • The [EnvironmentSphere] can be changed by finding the attached [m_Environment] material and replacing the diffuse and alpha textures. Content Browser: Environment.

  • The 01_Player in the World Outliner includes a working VR-MotionController and a FirstPersonController. To use one or the other, find the setting Auto Possess Player in the Details panel. Set the one you wish to use to [0] and the other to [Disabled]. Content Browser: Player.

  • 03_Foliage contains some trees already, more can be found in the Content Browser: Vegetation: Meshes.

    • Only the basic ones have been set up.

    • The grass can be accessed through the foliage tool.

  • 04_Effects includes atmospherics and visual effects. These can be adjusted in their respective Details panel.

    • In Wind, the [WindDirectioinalSource1] controls the wind direction. This affects the Particles. Content Browser: Particles.

    • The sound file of [AmbientSound] can be replaced.

    • Fog and PostProcessing can be adjusted in their Details.

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