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VR mode for HeroQuest UE4

My HeroQuest UE4 sabbatical went on longer than I’d like, and I’m hoping to do some more HeroQuest UE4 development – starting with VR support.  Dec 2017 I finally got an Oculus Rift (which required a CPU and GPU upgrade).  Last night, I was inspired to try it with HeroQuest UE4.  It worked without much effort, but clearly there is work to be done even for just basic usability.

I found I’m quite vulnerable to VR sickness issues including: disorientation, sweating, nausea, and headache.  I had to close my eyes when I do “End Turn” and the auto camera fluidly moves to re-center on the next game piece.  Trying to use the WASD camera (panning) also gave me immediate motion sickness.  Teleporting is safer for VR.  Zooming and Tilting seemed harmless.

The UMG Blueprint Widget is stretched, and it draws over both eyes as if they are one screen (it ignores stereo rendering).

Keyboard and XBox controller input works as expected.  I can highlight things with the mouse even though the mouse cursor is invisible (very strange).  Looking at actors (eg the red/yellow highlight actor during Action –> Move) also triggered a mouse-over.

Some basic TODO items include:
* Cameras: default position, disable auto cam moves, VR-specific camera improvements
* UMG menus need VR integration
* VR motion controller simple mode analogous to xbox controller; VR-specific controls (teleport, 3D interactions)

The high level goal is to support each platform.  UE4 gives most of this for free, but I still need to implement UI differences for desktop, tablet, console, and VR.  Actually because this is a board game, I suspect AR/MR may be the coolest platform, but maybe that’s for 2019.

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PS: if someone wants to contribute (help with development and implementation), then please contact me 🙂

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