UE5 VR Interaction System: Levers & Drawers - NO TICK OR INTERFACES *BEST METHOD*
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- čas přidán 27. 06. 2024
- Huge shoutouts to @GDXR @VRPlayground and @SirFansi for helping me create this method, it was a combined creation of all of their methods for a VR interaction system in Unreal Engine.
This isn't the normal type of video I make, but if you'd like to see more like it let me know!
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Intro: (0:00)
Setup: (0:38)
Lever/Rotation Based System: (1:36)
Lever Results: (8:41)
Drawer/Location Based System: (9:55)
Drawer Results: (15:33)
Outro: (16:01)
#unrealengine #unrealengine5 #uevr #tutorial #walkthrough #code #blueprint - Hry
Thank you for this tutorial. It's as ingenious as it is simple. I had also seen the other three tutorials and unfortunately tried them without success. But with yours it worked straight away :) best regards and thanks from Germany
Brilliant! Thanks for the comment!
I'm so happy to finally find a tutorial well explained in UE5, thanks a lot for your work.
Have a great day !!
Thanks for these tutorials. I hope there will be more VR tuts.
Cant thankyou enough you just saved me from a literal breakdown
Loved the way you explained everything
Very very interesting video, I try now quickly, I hope that you'll do others videos on unreal and VR.
The tutorial I needed after decades 😃
It’s so helpful
if you want to have custom snapping of hands when using levers, switch levers etc, you can check tutorial on my channel about custom hand snapping, I just explain how to snap the hand to the lever and any interaction object, huge respect to Rex he showed functionality
Thank you for not gatekeep this mechanic, you opened multiple possibilities for my development. I'm a broke developer and our currency is shit but I think you can buy half cup of coffee with it. Keep up the good work, subbed
Cheers! Good luck with your development!
This is a great tutorial! In the interest of reaching the perfection you're looking for though, for the lever I would add a dispatch that, whenever it's dropped, or while moving, it returns it's current rotation value to be checked for activating whatever it needs to activate. For the drawer, I would add some logic so that when it's dropped close being being closed, it will interpolate to being closed. Very well done though! I cant stand the amount of repetition that goes into planning tutorials like this, but they are much better for the viewer.
This is exactly what I was looking for, thank you so much. I do have a question, the item I am pulling is set at an angle, so when the motion controller moves on any axis, it ends up pulling along the spline, but when it comes to the correct direction, grabbing and pulling in the correct direction reverses the motion needed. Thank you in advance
Damn, your video was hard to find, but it is the ONE i needed, glad you did it thank you. When i try to grab it, it teleport from one clamp value to the other, it's stable only when i grab the lever at the base of the rotation. Also i tried to remove the colision and it work the same.
Do you have an idea why; the more far my hand is from rotation base, the more chaotic is the movement of the lever... ?
I've noticed that scaling affects this quite a lot, do you have any objects in the blueprint that are scaled or maybe the blueprint itself in the scene?
@@RexReality Hi, I'm having the same problem. I replicated the tutorial of the lever on a door and when I grab the handle, the door rotates directly to the max clamp value insted of staying attached to my hand. Scaling is not the problem in my case. Do you have any idea of how to solve this issue?
@@irenecapasso9556 no not sure really sorry
@@RexReality Yes,it is scaled down because i used a "pillar" as a lever and not the one in your video, i did some modification in the blueprint, that i don't really understand but by modifying some nodes here and there, i managed to make it work, but only if i face the Lever and if it face me, it doesn't if the lever is on side compared to me for example.
also my hand need to be in a certain position, or there is an offset between where i grab and the actual position of the lever x)
First now pin me
No