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hey folks so in this tutorial I'm going
to be walking you through how to use the
Veerappan components plugin and unreal
to create a completely new V or project
from scratch and I'm going to be showing
you as well how to use this plug-in to
enable an existing unreal project that
you might have to enable it for virtual
reality so you can use it in VR alright
so first what you'd want to do is grab a
copy of course of the plugin either from
the marketplace or you can go a copy of
it from the github repo so I have here
so you can download the zip file the the
one in github also has a copy of the
binaries in it so it's pre-compiled for
you so if you don't want to fiddle with
C++ you have the binary so you don't eat
it won't ask you to do a compilation all
right so let's start it off by launching
the engine
we'll create a new project so blueprint
blank for this ml or of course you can
use the C++ project as well so desktop
max quality notes or your content create
project
all righty so once you're in the Unreal
editor you just want to go to settings
plugins and if you've downloaded the
plug-in from the marketplace you should
have it installed VR and just enable it
unfortunately as of this recording the
duration that's in the marketplace is
still version 1.0 you'd need the version
2.0 for this to follow along with this
tutorial so if you can't wait you can
download the copy from github and I'll
show you now quickly how to enable this
project how to add the plug-in using the
ones from github okay so you first need
to close once you've created the project
just close it quickly open up the unzip
the files of the of the demo project in
github and open up the directory where
your projects are all right so we've
save the project here and under my
project so open that up and we'll just
copy the plugins directory here so all
I'm doing is let me just show you using
on a mouse so right click copy and do a
right click paste just sort of this a
bit of visual see clicks what I'm doing
so plug-in so all I'm doing right now is
just copying the plugins directory form
the project that I've downloaded from
github on to the project that I've just
created all right
alrighty so once it's done and that
should be it you should just double
click your your project file
all right and let's verify that the
plug-in is in so let's do view options
here show plug-in content and let's go
to the content browser here and you can
see that the grunberg reor plug-in C++
classes are already in your new project
here and you could see on under public
all the correct components so you'd know
that you're in at least version 2.0 if
you've got ruinberg VR underscore Pont
so this is new in version 2 alright so
first thing to create a new VR project
is simply to create a new that's adding
you Nazi + + class but we'll create a
new blueprint class game-mode base so
I'm just going to call this VR game mode
all right and next is we're going to
create a blueprint class out of this
room burger your pond here so out of the
C++ we're going to create a new
blueprint class okay so I'm just going
to leave it as my wound review on the
score pond that's fine and just snap it
here already so now I've got the VR pond
and I've got a VR game oh let's just
slide them together so in VR game mode
what I'd want to do is just change the
default pawn class to my room burg VR on
the score pond right click compile and
save close that off and just one more
thing in the world settings I'm going to
start using the this new game mode that
we've just created three our game mode
and you can see that the clear pond
should be default pawn class of course
you can also do it from here so you
could set the default of your
you can tie your project
we just couldn't change it to view our
game mode and you should have the
Veerappan here alright so just do that
quickly I'm gonna save this map says
alright this new map alright let's have
a quick look at the VR pawn here so you
see that it's all pre-configured for you
so you've got a route component there
you got a scene component you've got a
capsule collision and you've got the
camera all set up with all the right
settings and you've also got a left and
right motion controllers all set up as
well left hand and right hands all you
need to do really is to add a static
mesh or a skeletal mesh on this some
motion controller underneath the motion
controller so you could see the yeah the
motion controllers in the experience
alright so we'll just do that
so I'm let's use a static mesh component
right so add static mesh underscore L
the reason why I didn't include the
whether it's a static or skeletal mesh
so that at least you have a bit of an
option and just keep the plug-in light I
mean the one like so I'm going to just
create any one here underscore right
okay so compile I'm going to save that
and we're going to need a model here
alright so for the model let's import
the one that came with steam so device
controller that came with steam so we do
it right so the default um obj file or
the render model that you can use for
consume it should be located under C
program files steam right so steam it
should be under steam apps common
steamvr
and you should have them the resources
and if I remember correctly render tool
models and VR controller 51.5 this
recording and just look for the obj file
alright so that's going to click open
there I'm going to change the scale to
100 just because I know this model and
just change it to 90 in X and Z for the
rotation just do an import and voila
you've got a VR controller the model
that you can use so just going to open
that so you can see right so that's the
vive controller for you
minimal effort alright so you've got
alright so let's get back to the VR pawn
on the static mesh I'm just going to add
that controller there alright and I'm
going to add the other one there as you
can see from the fish from the viewport
here you could see that the controller
is already attached and it looks good
okay and that's pretty much it so now
you have a viewer enabled project so
just click play and we should test this
of course we should test it in VR
you
so that's how easy it is to create a new
viewer project from scratch using the
plugin obviously you can use skeletal
mesh so instead of the static mesh or a
combination I guess of the static meshes
and skeletal meshes here you could
change the look of the motion controller
to your liking alright so let's tackle
how about if we've got an unreal project
already set up and we just want to
enable it for VR so let's just do that
okay I'm going to close this click save
and for this demo I'm going to be using
the Sun temple
this is a project level project in from
epic and it's not enabled by default for
device so what we'll do is we're going
to convert this to VR projects I'm just
going to open up this Sun temple project
so you could find it from the epic
launcher go to learning tub and sorry
learning tab and just have a look at the
or look for Sun temple alright so I've
taken the liberty to do the preview
steps that we've done on the original on
the blank project so I've just added the
VR controller here and yeah pretty much
it and of course added the the plug-in
as well onto the project
alright so let's quickly do the other
stuff which is just clay create a game
mode VR game mode and then from the
plug-in we'll just use the Veerappan
right click create blueprint class F
live it's my VR underwear plug-in go
back to Sun temple here we'll tie up the
VR game mode to the beer pong so default
pawn class to my Wenberg VR
that's it compile save
all right so and now for this one I'm
just going to do a game quick game
override so we are game mode so on
underworld settings will only affect
this level so far we only have one level
here so yep save that go to the pawn and
let's just quickly do what we've done
earlier so we do a static mesh and then
setting mushrooms Correll I'm just going
to duplicate that control W drag it
along to motion controller right put on
the score are in there
compile save I like doing that and go to
setting match type your controller there
quickly and then the other one they are
each other there compile and save
have a quick look yep all good and
that's it so we now have enabled this
for VR and let's give it a whirl see it
in VR okay
all right so that's how easy it is to
enable this for VR but since we have a
full scene here that we would actually
want to explore so what we'll do is
we'll just give this pawn the ability to
actually move around in VR space all
right so really quickly which is clean
up all of these nodes here as a
component so under VR you should have a
couple of components there for you that
came with a plugin so we're going to be
using VR movement so it's added in there
and just on the Left motion controller
you since I have motion controller left
trigger I guess trigger yep motion
controller left trigger so when it's
pressed I want to enable the VR movement
so I have a node here called enable VR
movement so on from the ruinberg VR
movement component just drag it along
here and there's so when you press the
trigger on your left motion controller
of course you can do this as well for
your right motion controller it will
enable viewer movement so basically move
around I'll be showing you a lot more
about this viewer movement in the next
video anyway so from here you could also
disable the viewer movement so disable
VI movement okay and I want that when
you release the button from the motion
controller trigger
I want to disable the viewer movement
alright so that's how easy it is to
enable the aura movement in using this
plugin the last thing you would want to
do is to set up a movement Direction
reference this is what the enable VR
movement no uses to know where the user
actually wants to go while moving so I'm
just dragging along the motion
controller left reference here and plug
it in and that's it that should enable
you to freely move
around in the our space to compile save
and let's see what this baby can do all
right with that quick setup we're able
to fly by pressing the trigger fly to
the stature here and have a look at the
level of detail that the epic guys have
done for some demo and let's fly out to
this window see if they place some good
assets here as well yep they've done it
and see let's see what's on here to go
up on top fly around a little bit into
this world so you see we can easily fly
around in a level that wasn't made for
VR and enable it for VR simply by adding
the plugin and doing all those basic
settings obviously you'd want to tweak
the assets for your project so that you
can reach 90 fps
and that's it so in this quick tutorial
you've what we've done is we've gone
through creating a new clipping uvr
project from scratch using the plugin
and also enabling an existing project
and making it VR simply by adding the
plug of the pond component plug-in and
the VR pond
alright so hope you liked it and next
video we're going to be tackling the VR
movement component which we've touched a
little bit on this demo and yeah see you
in the next video
Cheers
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