How to make Smooth Locomotion movement in VR | Unreal Engine 5

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  • čas přidán 24. 06. 2024
  • Have you tried making a VR game in Unreal Engine 5 but you don't know how to make the movement? Are the tutorials just not showing you the full answer? I will show you how to do just that so you won't have to! I found this method from multiple other tutorials and filled in the gaps. This should be enough to get you running(pun intended) in making your VR game.
    If you got some value from watching this video, then consider buying this VR headstrap using this affiliate link from Kiwi Design: www.kiwidesign.com/products/c...
    0:00 Intro
    0:15 Overview
    0:49 Step 1
    1:33 Step 2
    1:48 Theoretical explanation with graphic
    2:26 Back to input mapping
    2:58 Step 3
    3:56 Step 4
    4:47 Outro
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Komentáře • 53

  • @lecoq_de_lombre
    @lecoq_de_lombre Před 3 měsíci +10

    For my future reference, one more step for this to work: [Open up] VRPawn > [Click] Class Settings > [Change] Parent Class [from Pawn] to Character.

    • @ImpalerVR
      @ImpalerVR  Před 3 měsíci +3

      I forgot this change from the basic template. Thank you for reminding me so I pinned this for everyone watching.

    • @user-zk7vi4rx1k
      @user-zk7vi4rx1k Před měsícem

      @@ImpalerVR @lecoq_de_lombre tyty

  • @ohm8759
    @ohm8759 Před 3 dny

    This also work for me!! Thanks!! U saved my life.

  • @kidzorro
    @kidzorro Před 5 měsíci +6

    It worked for me in version 5.2 after changing the Parent Class from 'Pawn' to 'Character' and unchecking 'Use Controller Rotation Yaw.'
    Thanks you for sharing this!

    • @ImpalerVR
      @ImpalerVR  Před 5 měsíci

      Yeah, the character class should give you more functionality, but I don't understand what problems controller rotation yaw cause. Did you use some other input method and what problem did this solve exactly?
      Regardless, I'm glad this video was useful to you!

    • @cfactor9737
      @cfactor9737 Před 3 měsíci

      @@ImpalerVR With controller rotation yaw disabled, the implemented snap turn of the pawn class will work again somehow. I bound the snap turn to the right controller and smooth movement to left.

    • @ImpalerVR
      @ImpalerVR  Před 3 měsíci

      @@cfactor9737I see. So that's how you re-enable the snap turn.

  • @robs6404
    @robs6404 Před 2 měsíci +1

    Best tutorial by far! Thank you for actually understanding what you're teaching unlike so many others.

    • @ImpalerVR
      @ImpalerVR  Před 2 měsíci +1

      Thanks for the kind words. I made it as if teaching my past self who couldn't find a good tutorial and had to solve this the hard way, so of course there are other people still in that boat.

  • @Corie3269
    @Corie3269 Před 4 měsíci +2

    This works awesome for me, thank you so much for sharing!

  • @marine32-rowan
    @marine32-rowan Před 3 měsíci

    Thank you! This is exactly what I was looking for!

  • @fornesmontalban7
    @fornesmontalban7 Před měsícem

    Nice work, thanks a lot

  • @SvenDesigns
    @SvenDesigns Před 5 měsíci

    Nice tutorial !

  • @SgtSegment
    @SgtSegment Před 2 měsíci

    thank you for the tutorial!
    the other one i had used independent turning (like you had to use right stick to rotate your movement direction)
    this one was exactly what i needed, and it was only 5 minutes :D

    • @ImpalerVR
      @ImpalerVR  Před 2 měsíci

      I'm pleased to see it helped you! I don't know why there aren't any good and short tutorials for VR in ue5, so that's why I made this. I didn't set up rotation with right thumbstick yet though.

  • @homienum2121
    @homienum2121 Před měsícem

    thank you it really helped

  • @NameNotFound38
    @NameNotFound38 Před 4 měsíci

    Thank you!

  • @saibotgaming6045
    @saibotgaming6045 Před 8 dny

    don't forgot to remap 'turn-snap' to the right thumbstick X-Axis. otherwise you would have 'left movement' and 'turn-snap' on the same action mapping

    • @ImpalerVR
      @ImpalerVR  Před 7 dny

      I forgot to mention. Thanks for pointing it out. I usually turn off snap turn entirely, but that's just personal preference and most people still use it.

  • @XzessTool
    @XzessTool Před 6 dny

    Doesn't work for me in 5.4.2, I debuged the blueprint, and EnhancedInput works, but Camera vector doesn't give the correct number, It gives a static one, It doesn't update. I don't know what variable to put there.

  • @user-ww3rn3lx1g
    @user-ww3rn3lx1g Před 6 měsíci +2

    For some reason, my thumbsticks are not responding? mapped them to Valve Index

    • @ImpalerVR
      @ImpalerVR  Před 6 měsíci

      I'm not really sure what went wrong for you. Apart from making sure they the name is valve index (L) thumbstick x axis and y axis, I don't know. It should work the same way.
      Try to diagnostic it in the vrpawn blueprint. Make it print out the value and see what it spits out. Best of luck to you!

  • @kikin13579
    @kikin13579 Před 5 měsíci

    Thank you so much it works like a charm, im trying to adjust the speed but i dont see where to change it, do you know how?

    • @ImpalerVR
      @ImpalerVR  Před 5 měsíci

      I'm glad to hear it worked for you! You can adjust the speed by searching for max walk speed in the details tab of the vrpawn blueprint or instance. You can change it to however many cm/s you want, though I didn't try to modify it yet so I'm not sure if that is the solution or now that I'm looking into it I didn't know that the game can detect when you are crouched. Maybe it sees you as crouched when your head is below the middle of the capsule.
      Anyway, I hope this solves the speed too. What other VR feature would you want a tutorial on?

    • @kikin13579
      @kikin13579 Před 5 měsíci

      Thanks ill try that, and if you could do a tutorial on teleporting to a location on a widget by pressing it i would really appreciate ir haha, im stuck on that right now, my solution was that when you pressed it it reloaded another level on the location i wanted, but that implicates having a lot of unnecessary levels instead of just teleporting on the same level, anyway thank you so much, happy new year
      @@ImpalerVR

    • @kikin13579
      @kikin13579 Před 5 měsíci

      it worked!, i set it at 50cm/s and its perfect, thanks!!!!!@@ImpalerVR

    • @ImpalerVR
      @ImpalerVR  Před 5 měsíci

      @@kikin13579 I didn't try to make a map for my games yet, but I understand that you already have one and you can get the coordinates for the destination so you only need to find a function that snaps you there, so it should be an easy fix. I'll see if I make a tutorial on that in the future. And thanks! I know it's a bit late, but happy new year to you too!

  • @user-jo7zm4ev6l
    @user-jo7zm4ev6l Před 6 měsíci

    How can I switch from the snap turn that's already on the left thumbstick ? I tried deleting it but it doesn't work.

    • @ImpalerVR
      @ImpalerVR  Před 6 měsíci +1

      To disable snap turn, enter in the VRpawn blueprint
      and disconnect all the pins coming from the enhanced input action IA_turn (should be the second or third down and commented as such).
      If you want to switch that from the left controller to the right, then enter the default imc and change the turn input mapping from the left controller thumbstick to the right. Basically the same name it lists there but with an (R) instead of (L).
      I hope this helps you!😁

  • @amirsagatov4862
    @amirsagatov4862 Před 4 měsíci

    Nice tutorial, but I have some questions.
    It doesn't work from start, I think it is because of my Quest 3, so it doesn't work with key values in IMC_Default (I added Oculus, Valve, Vive and Windows Mixed reality)
    And my vr hands disappeared.
    Hope you can help me solve this problems🙏

    • @ImpalerVR
      @ImpalerVR  Před 4 měsíci

      Sorry for the late reply. The oculus touch should be working with all oculus type controllers. I myself use the quest 2. I think your problem may be that it doesn't auto-possess your VR pawn. Especially if this is your first time and your default teleportation movement doesn't work (please try this first), then search auto possess player in your VR pawn and change it from "disabled" to "player 0". That should get it working if I guessed it right.

  • @alessandrocernuzzi
    @alessandrocernuzzi Před dnem

    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, like the guns or the cubes, I fly through the floor and just go backwards. Any ideas? Thank you very much for this, great tutorial :)

    • @ImpalerVR
      @ImpalerVR  Před dnem

      Thank you for the kind words. I now realize I need to resolve these issues. I think disabling collision to the player model should make it better. I can't wait to get my exams done next week. I'll have the rest of the summer to work more on this project and fix all these unintended side effects. I'm sorry I don't have a good answer right now but I'll be back.

    • @alessandrocernuzzi
      @alessandrocernuzzi Před dnem

      @@ImpalerVR Oh, don't worry, it looks like this is something that is still relatively new and we're all working together :) I'm a Blender user and I've just started to learn my way into UE to combine my workflow between the two softwares. This is going to take a while, although being a Blender user helps a lot to move around UE. Thank you again for everything and good luck with your exams 🖤

  • @BibliotecaTibiana469
    @BibliotecaTibiana469 Před 2 měsíci

    thx! brasil o/

  • @Tyler_the_pebble
    @Tyler_the_pebble Před 5 měsíci +1

    Im trying to follow this tutorial but right off the bat i cant i dont have a input folder and i cant create an input action either please help

    • @ImpalerVR
      @ImpalerVR  Před 5 měsíci

      huh, I'm not sure. Are you looking in the VRtemplate project and there is no input folder? Does the game run regardless if you put the headset on and you can teleport? When you click right in the content drawer is there no input option below create advanced asset?
      I wanted to give you a better answer, but this should be there the first time you open it without any tinkering so try making another VRtemplate project. Otherwise I don't have enough information to figure out what's the issue.

    • @Tyler_the_pebble
      @Tyler_the_pebble Před 5 měsíci

      @@ImpalerVR damn well that's unfortunate. Yea I made new projects and everything I followed your instructions to make a new input blueprint thingy but when I tried I couldn't find the option to make it

    • @ImpalerVR
      @ImpalerVR  Před 5 měsíci

      That sucks. I'm sorry, I don't know what the fix is for that.@@Tyler_the_pebble

    • @iliaspsomiadis319
      @iliaspsomiadis319 Před 2 měsíci

      ​@@Tyler_the_pebbleit's a plugin just go to the plugins and search for enhanced input.

  • @mmastt
    @mmastt Před 5 měsíci

    i dont have a input folder

    • @ImpalerVR
      @ImpalerVR  Před 5 měsíci

      that folder isn't necessary. You can make one yourself and name it whatever you like, it doesn't make a difference. It's the input file that's important.

  • @0_.ABY-.0
    @0_.ABY-.0 Před 7 dny

    is it just me or when i did this, I was floating in the air twice my usual height. Anyone can help me?

    • @ImpalerVR
      @ImpalerVR  Před 7 dny

      Not just you. I tried solving it with the type of play space you put in the blueprint, but I still can't solve it. I'm still not sure what is causing the problem.

  • @alfredogarciabarroso
    @alfredogarciabarroso Před měsícem

    The problem comes when you pick a cube or a gun and then starts flying.

    • @ImpalerVR
      @ImpalerVR  Před měsícem +1

      Yeah, I did notice that happen. I didn't think it was because of the moving. I think the collisions need to be adjusted so it ignores small objects and make it that the actors become a component of your VRPawn when you pick them up. I'll have to look more into it, especially if making a full physics based game, which is what I want to make. Thanks for the feedback btw!

    • @alfredogarciabarroso
      @alfredogarciabarroso Před měsícem

      @@ImpalerVR For sure is because of the capsule component

    • @ImpalerVR
      @ImpalerVR  Před měsícem

      @@alfredogarciabarroso but most VR games use it. I'm really not sure how they make it work. I actually don't know what games use 1 to 1 collision models to what you see.