Unreal Engine – VR Interactive For ArchViz UE9023

VR Interactive For ArchViz

Technical Details

You can also:

  • Move objects that you allow;
  • Resize objects with hand gestures;
  • Do attach one item to another, creating groups of items;
  • Move objects according to physical laws so that they do not get stuck in each other and automatically rotate if necessary (for example, when you put many chairs in a row);
  • To place objects freely, without physics;
  • Rotate objects with the controller and observe the automatic rotation of objects depending on the inclination of the surface. These rotations do not conflict with each other;

Number of Blueprints: More than 7

Number of Widgets: 6

Also from the important: 1 table, 2 structures, 1 interface, 1 global function.

Input:

Keyboard and mouse;

Oculus touch – Asset were created using them;

All other types of controllers, such as

  • htc vive controllers
  • valve index controllers (Tested. Works after assigning buttons in Project Settings> Input)
  • htc cosmos controllers
  • wmr controllers

They should work, but I have no way to check them. I postorayus make universal control. More details in the documentation.

Please write to me if you checked the asset on the devices from the list above.

Network Replicated: No

Supported Development Platforms:

Windows: Yes

Oculus Quest: Yes, but you have to consider graphical optimization and unique settings in the “Project Settings”. I recommend that you independently search for information about optimization and settings.