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This page provides details on the VR Teleport Blueprint, its functionalities, settings and use.

 

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Overview


On import of a .vrscene an interactive walkthrough can be generated. This is done using the VR Teleport blueprint. If multiple cameras are present in the vrscene or in an additional vrscene file, they can be assigned as fixed views that can be switched at runtime.


.vrscene Camera Requirements


If your vrscene file is set in a certain way, on import the Teleport Blueprint is created automatically and all cameras present in the vrscene file are populated in it. To get this functionality your vrscene has to meet these requirements:

 

  • Your additional vrscene file that contains the camera data must be in the same location as the original vrscene file and must contain the original vrscene name followed by _Teleports.
  • Your scene camera/cameras in the vrscene file (that you wish to use in VR)  need to have the appropriate naming convention "CameraPhysical physCameraXX ", "RenderView renderViewXX" and the "dont_affect_settings=true" parameter present in both of them

 

Teleport Blueprint Settings


In the Teleport Blueprint you have the following settings:

  • Setup for VR - When enabled, sets the blueprint to work with a HMD device;

  • Use Cameras Height - When enabled, sets the blueprint to use the current  camera height in the level. When disabled the blueprint uses the HMD device to set the camera height;

  • Default Player Height - ?

  • Floor Level Offset - ?

  • Use Camera Orientation - When enabled, use the set direction the camera is facing or override it with the last direction the camera was facing in between view transitions.

  • View Points List - Sets the list of level cameras that the Teleport Blueprint will use for view transitions;

  • Pawn Movement Sensitivity - Sets the speed at which the pawn moves in the level;

  • Pawn Rotation Sensitivity - Sets the speed at which the pawn turns and rotates.

 

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