VR drag camera, misc
I made some time (during the holiday weekend) to work on VR mode.
I added dragging drag camera based on this tutorial: https://www.youtube.com/watch?v=XgGGBQc6fVM&feature=youtu.be -> https://imgur.com/a/L2Ild
I also added prototype motion controller input support. It’s just a low-effort implementation that re-uses the existing UMG menus. Later I’ll add something more VR friendly (spatial interactions). Eg user can point-trigger a 3d icon to select an action. Eg user can do things like spatially drag-and-drop Hero pieces for move, physically point-trigger on monsters/heroes to select targets, etc.
I’m posting this update because the video shows tangible progress on better VR support.
I also did some non-VR changes including:
* upgrade to 4.21
* multi-move is faster (less delays)
* when nothing is selected, space/enter does Back (faster menu navigation)
* update treasure card mesh to use tex v that’s better for pot of speed (UK png)
* back from atk was broken no UMG focus; fix in HqTurnMenuBp > Turn Menu Camera Enable
* fix action atk enter; HqTurnMenuBp > Key Down Helper > Action Attack Menu needed Return Node is Handled
When recording the VR preview (with OBS Studio), I kept getting Oculus Rift Sensor errors (which didn’t happen when I wasn’t recording). So the videos are a bit choppy, but it’s enough to get the idea. The drag-camera (and the more accurate scale) makes the VR experience a lot better, so I’ll be excited to add more VR mode interactions in the future.
mepem37 :: 2018/11/24 (Saturday, November 24, 2018) :: HeroQuest, Unreal Engine :: No Comments »