View the description above for a full list of included features.
Blueprint Classes: 87
Character Classes: 2
Levels/Maps: 2
Materials: 41 (Most have “Fully Rough set to True, to improve shader performance on mobile devices.
Niagara Systems: 6
Skeletal meshes: 12
- 4 Weapons
- 2 sets of hands (MannyXR And QuinnXR)
- 4 full characters (Manny, Manny Simple, Quinn, Quinn Simple).
Static Meshes: 117
Textures: 106
Enumeration Files: 5
Structures Files: 7
Data Table Files: 2
Sound Wave Files: 149 (From the Lyra)
Support (Confirmed)
Input: Any VR Platform using the OpenXR Framework and Enhanced Input System.
- SteamVR
- Oculus (Desktop)
Now including:
- Meta Quest 1, 2, Pro, 3 (Meta XR Plugin)
- Vive Focus 3 (Wave OpenXR Plugin)
- Pico Neo 4 (Pico XR plugin)
- Varjo
- Pimax
Network Replicated: Player Camera and Motion Controllers are setup for replication. However adding replication for your desired platform/HMD will need to be done per project.
Supported Development Platforms:
⦁ Windows (Yes)
⦁ Mac (Yes)
Not tested Platforms:
⦁ PSVR 1-2 (Not possible to test).
查看上面的描述以获取包含的功能的完整列表。
蓝图类:87
字符类:2
水平/地图:2
材质:41(大多数已”完全”设置为True,以提高移动设备上的着色器性能。
尼亚加拉系统:6
骨骼网格:12
- 4武器
- 2套手(MannyXR和QuinnXR)
- 4个完整字符(Manny,Manny Simple,Quinn,Quinn Simple)。
静态网格体: 117
纹理: 106
枚举文件: 5
结构文件: 7
数据表文件: 2
声波文件: 149(来自天琴座)
支援(确认)
输入: 任何使用OpenXR框架和增强输入系统的VR平台.
- N.蒸汽,蒸汽
- Oculus(桌面)
现在包括:
- 元任务1,2,Pro,3(元XR插件)
- Vive Focus3(Wave OpenXR插件)
- Pico Neo4(Pico XR插件)
- 瓦尔乔
- 皮条客
网络复制: 播放器摄像机和运动控制器设置为复制。 但是,为您想要的平台/HMD添加复制将需要每个项目完成。
支持的开发平台:
▸视窗(是)
⦁Mac(是)
未测试平台:
⦁PSVR1-2(无法测试)。
Looking to embark on a Virtual Reality project but don’t know where to start?
This incredible template offers everything you need to begin developing your very own VR project, whether you’re interested in creating a game, e-learning module, architectural visualization, or something different altogether. With the GDXR Ultimate VR Template, you’ll have all the foundational elements necessary to bring your vision to life, including a wide range of blueprints and tools to create endless opportunities with creativity and customization. Whether you’re a seasoned developer or just starting out, GDXR UVRT is the perfect starting point to turn your VR dreams into reality.
The template is specifically designed to provide a comprehensive framework for the essential features required to create a top-notch VR experience that is perfectly suited for Mobile VR devices such as Oculus Quest 1 – 2- Pro, Vive Focus 3, Pico neo, as well as Desktop VR HMD’s and all supporting OpenXR devices – Check out the documentation for setting those up).
While this project does include physics, it is not a core element. We do not rely on physics constraints for interactions. We do this in order to make the template more performant for mobile devices and PC. Additionally, Epic keeps modifying the physics system which has resulted in numerous issues for other developers and we want to keep things simple.
Designed with modularity in mind, this template and its features allow for easy enabling/disabling of unwanted features through multiple structures. Some features can also be deleted completely, if necessary. No more digging through individual blueprints and variables to turn features on or off. Simply decide which features your project requires and use only those. Additionally, a set of custom functions provided enables runtime enabling/disabling of these options.
Detailed Features List:
All features can be modified, enabled/disabled during runtime if required.
Character Controller.
This project utilises a character controller to allow for code to be used with multiple characters. Meaning you can switch vr characters at runtime and carry on using the same settings.
Six Movement Methods (Changable at Runtime).
⦁ Teleport.
⦁ Shift movement.
⦁ Smooth Locomotion.
⦁ Smooth Locomotion & Teleport.
⦁ Flying.
⦁ Snap to actor teleport.
– Disable or enable Player Movement (used for cut scenes, menu, and more).
– Can the player Jump?
Hands And Controllers
⦁ Choose between Open XR controller meshes or Skeletal mesh hands with custom hand animations.
⦁ Ability to hide controller meshes and hand when interacting with individual actors.
Movement Direction
⦁ Use the player’s camera for the forward direction.
⦁ Use OpenXR Controller for the forward direction.
Rotation
⦁ Snap Rotation – (Ability to choose angle amount).
⦁ Smooth Rotation – (Choose rotation speed).
Inputs
⦁ Fully supported Enhanced Input System.
⦁ Dynamically changes user inputs based on the selected movement method.
⦁ Supports all OpenXR motion controller inputs. But these may require external setup depending on the HMD.
Player HUD example and two movement methods.
⦁ Option to enable a dynamic HUD (Heads up display) to show real-time info to the player.
⦁ Lock the HUD to the player’s camera – (Follows players where they look).
⦁ Dynamic HUD – (tries to follow the player’s camera and always faces the player).
⦁ Push notification example to display HUD info showing how to use it.
Gaze Interaction Component
⦁ Custom Gaze Interaction Component – (Can be disabled if not required).
⦁ Contains Gaze Interaction Example.
⦁ Ability to hide Gaze Interaction at runtime (For example hide during cut scenes and such).
⦁ Ability to change gaze Z location – (Reduce eye strain.)
⦁ Ability to use gaze interaction with UMG.
⦁ Ability to hide gaze interaction when not required. – (Enabled using included Function.).
Screen Fade Example
⦁ Screen Fade interface to activate screen fade from any actor. This uses a dynamic material supporting mobile devices without Mobile HDR being required.
⦁ Screen Fade does a check to see if the player is using the event Load New Level interface. If it is it will load level on fade completion.
Includes Lyra Weapons
⦁ Uses a custom line trace function allowing for different weapon types.
⦁ Muzzle Flash – Using Niagara system as an example.
⦁ Example of how to use Data table to populate weapon stats when first spawned for easy updating.
⦁ Contains weapon reloading example
⦁ ammo count variables
⦁ Weapon UI interaction example (Can shoot UI to interact with it).
⦁ Shot Gun example
⦁ Rifle
⦁ Pistol
⦁ Two Handed interactions.
Sword
⦁ Added Sword grabbable object example.
UI/UMG
⦁ Option to automatically display UI Interaction beem if your pointing at a widget. If not it will be hidden.
⦁ If interacting with UMG, Inputs will automatically update to allow button interactions.
⦁ Player Settings menu with 3D widget example.
⦁ Choose between pointing/interacting with UI from a distance or touching UI with the Index finger to interact.
Climb Static And Moving Actors
⦁ Enable / Disable climbing.
⦁ Option to climb any surface.
⦁ Snap hands to the climbing location(Similar to The ClimbVR)
⦁ Supports custom hand animations when climbing
⦁ Skeletal Mesh hands move smoothly to the snap hand location for a more organic feeling.
⦁ Make player fall example, crumbling hand hold.
Custom Hand Animation/Snapping System
⦁ Enable Custom hand Animations when holding actors.
⦁ Easily snap hands to actors with simple blueprint integration
⦁ Ability to display ghost hands when grabbing interactables.
Player Interaction Examples.
⦁ Pull lever
⦁ Crank Wheel
⦁ Flick Switches
⦁ Sliding Draw
⦁ Push Button
⦁ Tap Button
⦁ Sliding Button
⦁ Sliding Throttle
⦁ Steering Wheel (The math is a Work in prgress)
⦁ UMG Based Key Pad
⦁ Basket Ball Mini Game
⦁ Rotating Door
⦁ Rotating Door Handle
Holster System (Storage)
⦁ Attach actors to the player at runtime
⦁ Spawn with actors attached to Holster
Grabbing
⦁ Option to Toggle grabbing. Should the player press the grip button a second time to drop a held item?
⦁ Grabable spectator camera
⦁ Two handed grabbing.
Load Screen
⦁ Open XR Load screen integration and setup
Save/Loading using Game Instance
⦁ Integrated Save system to store player settings.
⦁ Load Save files from exhisting save files.
想开始一个虚拟现实项目,但不知道从哪里开始?
这个令人难以置信的模板提供了您开始开发自己的VR项目所需的一切,无论您是对创建游戏、电子学习模块、建筑可视化还是完全不同的东西感兴趣。 使用GDXR Ultimate VR模板,您将拥有将您的愿景变为现实所需的所有基本元素,包括各种蓝图和工具,以创造无限的创意和定制机会。 无论您是经验丰富的开发人员还是刚刚起步,GDXR UVRT都是将您的VR梦想变为现实的完美起点。
该模板是专门设计的,为创建一流的VR体验所需的基本特性提供了一个全面的框架,该框架非常适合移动VR设备,如Oculus Quest1-2-Pro、Vive Focus3、Pico neo,以及桌面VR HMD和所有支持的OpenXR设备–请查看设置这些设备的文档)。
虽然这个项目确实包括物理,但它不是一个核心元素。 我们不依赖于物理约束进行交互。 我们这样做是为了使模板更适合移动设备和PC。 此外,Epic不断修改物理系统,这给其他开发人员带来了许多问题,我们希望保持简单。
设计时考虑到模块化,此模板及其功能允许通过多个结构轻松启用/禁用不需要的功能。 如有必要,某些功能也可以完全删除。 不再挖掘单个蓝图和变量来打开或关闭特性。 只需确定您的项目需要哪些功能,并仅使用这些功能。 此外,提供的一组自定义函数可以在运行时启用/禁用这些选项。
详细功能列表:
如果需要,可以在运行时修改,启用/禁用所有功能。
字符控制器。
这个项目使用一个字符控制器来允许代码与多个字符一起使用。 这意味着您可以在运行时切换vr角色并继续使用相同的设置。
六种移动方法(运行时可更改)。
↑瞬移。
⑤移位运动。
运动平稳。
▪平稳运动和瞬移。
⦁飞行。
⦁捕捉到演员瞬移。
-禁用或启用玩家移动(用于剪切场景,菜单等)。
-玩家可以跳吗?
手和控制器
◦在开放式XR控制器网格体或骨架网格体手与自定义手动画之间进行选择。
◦能够在与单个actor交互时隐藏控制器网格体和手部。
运动方向
▪使用玩家的相机进行前进方向。
◦使用OpenXR控制器进行前进方向。
轮调
▪卡扣旋转-(能够选择角度量)。
▪平滑旋转-(选择旋转速度)。
输入
▪完全支持增强型输入系统。
◦根据选定的移动方法动态更改用户输入。
◦支持所有OpenXR运动控制器输入。 但这些可能需要外部设置,具体取决于HMD。
玩家HUD示例和两种移动方法。
◦启用动态HUD(抬头显示)以向玩家显示实时信息的选项。
▪将HUD锁定到玩家的相机-(跟随玩家看到的地方)。
◦动态HUD-(尝试跟随玩家的相机并始终面向玩家)。
◦推送通知示例显示HUD信息,显示如何使用它。
凝视交互组件
◦自定义凝视交互组件-(如果不需要,可以禁用)。
⦁包含凝视交互示例。
◦能够在运行时隐藏凝视交互(例如在剪切场景等期间隐藏)。
▪能够改变凝视Z位置-(减少眼睛疲劳。)
▪能够使用与UMG的凝视交互。
◦能够在不需要时隐藏凝视交互。 -(使用包含的功能启用。).
屏幕淡入淡出示例
▪屏幕淡入淡出界面以激活任何演员的屏幕淡入淡出。 这使用支持移动设备的动态材质,无需移动HDR。
⦁Screen Fade会检查玩家是否正在使用事件加载新关卡界面。 如果它是它将加载水平褪色完成.
包括天琴座武器
▪使用自定义线跟踪功能,允许不同的武器类型。
▪枪口闪光-以Niagara系统为例。
◦如何在首次生成时使用数据表填充武器统计数据的示例,以便于更新。
⦁包含武器重装示例
⦁弹药计数变量
▪武器UI交互示例(可以拍摄UI与之交互)。
⦁射击枪例子
避免滞纳金枪
避免滞纳金枪
两手互动。
剑
◦添加了剑可抓取对象示例。
UI/UMG
◦如果您指向小部件,则自动显示UI交互功能的选项。 如果不是,它将被隐藏。
◦如果与UMG交互,输入将自动更新以允许按钮交互。
◦播放器设置菜单与3d小部件示例。
▪选择从远处指向/与UI交互或用食指触摸UI进行交互。
攀登静态和移动的演员
◦启用/禁用爬坡。
▪选择攀登任何表面。
▪将手抓到攀爬位置(类似于ClimbVR)
▪攀爬时支持自定义手部动画
▪骨架网格手平稳地移动到卡扣手的位置,以获得更有机的感觉。
让玩家跌倒,摇摇欲坠的手持。
自定义手部动画/捕捉系统
◦在持有actor时启用自定义手部动画。
◦通过简单的蓝图集成,轻松与actor握手
▪能够在抓取交互式对象时显示幽灵手。
玩家交互示例。
▪拉杆
▪曲柄轮
▪轻弹开关
▪滑动绘制
⦁按钮
⦁点击按钮
▪滑动按钮
▪滑动节气门
▪方向盘(数学是prgress中的一项工作)
▪基于UMG的密钥垫
▪篮球迷你游戏
▪旋转门
▪旋转门把手
皮套系统(储存)
◦在运行时将actor附加到播放器
⦁产卵与演员附加到皮套
抓斗,抓斗
◦切换抓取的选项。 玩家是否应该再次按下握把按钮来放下持有的物品?
▪可抓取的旁观者相机
两手抓。
加载屏幕
▪打开XR加载屏幕集成和设置
使用游戏实例保存/加载
▪集成保存系统来存储播放器设置。
◦从exhisting保存文件加载保存文件。
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