Unreal Engine – VR Interactive For ArchViz UE9023
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.
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