Creating for the Meta Quest 3 with Unreal Engine 5


Introduction

The Meta Quest is a head-mounted standalone system, which is a gateway to experiencing digital actuality (VR). It’s now getting into into its third era, referred to as Meta Quest 3. It may be developed with sport engines — equivalent to Unity and Unreal Engine — that offer you prepared instruments for stereo shows and movement monitoring.

This tutorial begins your improvement for the Meta Quest 3 in Unreal Engine 5 (UE5).

VR platforms are primarily supported in UE5 by way of the OpenXR API plugin. Alternatively, the Meta Quest XR Plugin supplies one other all-in-one plugin for improvement on Meta Quest and Oculus Rift headsets, supported by Meta. (This tutorial depends on the OpenXR plugin, as that is the extra generalized system.)

Unreal Engine 5 supplies a Digital Actuality pattern undertaking template which options instruments like a VRPawn Blueprint, implementing avatars for movement controllers, participant motion, and stereo rendering that follows the orientation of the participant’s view.

It’s time to dive into the dungeon within the Meta Quest! Inside this tutorial, you’ll discover the fundamentals of the VRPawn Blueprint, and prolong the design for custom-made interactions. Additionally, you will see how one can make interactive components — together with grabbable objects, doorways, and switches.

puma_dungeon

Digital Actuality Template

Unreal Engine 4 and 5 each embrace quite a lot of usable template initiatives that will help you get a leg up on improvement for a selected sport fashion.

vr template

The Blueprint Digital Actuality Template supplies belongings for creating video games with teleport locomotion, snap turning, and grabbable objects. The beginning pattern undertaking builds upon this template undertaking to present an instance for the best way to adapt content material to start out a VR sport.

Obtain the starter undertaking to start this tutorial — you will discover a hyperlink on the prime or backside of this web page!

VR Participant Character

It’s time to evaluation Recreation Mode setup. The Recreation Mode lets you choose the VRPawn Blueprint for the preliminary state of the sport, and supplies the fundamentals for a VR expertise.

Open the starter undertaking in Unreal Engine 5. Then, discover the World Settings tab within the decrease proper of your editor view. Use the WindowWorld Settings menu choice if it’s not already open.

world settings

In Unreal Engine, a Recreation Mode will be assigned to a stage, defining the fundamental guidelines of gameplay. The Recreation Mode can even set the Default Pawn Class, and the preliminary setup for a stage — it units the VRPawn Blueprint Class to characterize the participant for the interfaces with the Meta Quest headset and movement controllers.

Subsequent, open the Content material Drawer on the backside of the Unreal Engine editor, and discover the VRPawn Blueprint Class by utilizing the ‘Search All’ area. After you discover the VRPawn, double-click to open this within the editor.

vrpawn

The VRPawn Blueprint will open within the Blueprint Editor.

To grasp this Blueprint, it’s finest to interrupt it down into separate components:

First, discover that the Parts tree comprises each a Digital camera that tracks the head-mounted machine (HMD), in addition to the MotionControllerLeftGrip and MotionControllerRightGrip that present visible representations of the VR controllers. Beneath these, respectively, are the HandLeft and HandRight skeletal meshes that reply to adjustments within the controller positions and grip actions.

vrpawn_components

Subsequent, the Occasion Graph and Capabilities present the logic for the way inputs from controller presses can seize objects, or result in motion actions — together with teleportation and snap flip actions. Teleportation is a standard motion scheme supported in lots of VR video games to mitigate detrimental results of movement in VR that may result in nausea.

vrpawn_eventgraph_teleport

Within the VRPawn Blueprint, a button press initiates a hint from the present World Location and the Ahead Vector of the suitable controller, and attracts a trajectory path to the potential new participant location.

On the button launch, the Strive Teleport block will check if it’s a legitimate vacation spot, and transfer the participant if that’s the case.

First Steps: Teleportation

So, what’s a legitimate vacation spot? It’s any floor on the world map that falls inside a NavMeshBoundsVolume, outlined as a navigable floor.

The PlayerStart location is positioned on the entrance of the dungeon. It is best to start by including a navigable floor beginning there. You’ll have to discover a C++ Class from the Engine. To make these seen within the Content material Browser, discover the settings within the right-hand nook of the browser. Ensure that each Present C++ Lessons and Present Engine Content material are enabled.

content_settings

Seek for the NavMeshBoundsVolume C++ Class from the Content material Drawer, and drag a replica of this class into the world view so as to add to the extent.

Choose the NavMeshBoundsVolume and look below the Particulars tab below Rework to vary its location as X:955, Y:230, Z:-110, with a Rotation of Z:-45 and a Scale set as X:5.0, Y:10.0, and Z:0.4. This orientation and scale extends the slab of the NavMeshBoundsVolume to utterly cowl the grass floor of the beginning location.

navmesh

Now, within the outliner, copy and paste this NavMeshBoundsVolume to create one other copy. Likewise, replace the Rework to vary its location as X:750, Y:425, Z:-100, with a Rotation of Z:-45 and a Scale set as X:3.0, Y:3.0, and Z:1.0 to cowl the staircase.

Create yet one more copy and paste so as to add a 3rd NavMeshBoundsVolume, then replace its Rework to vary its location as X:480, Y:2000, Z:4.5, with a Rotation of Z:0 and a Scale set as X:10, Y:20.0, and Z:0.8 to cowl the remaining flooring of the rooms above.

Choose the three NavMeshBoundsVolumes and zoom out from the map to see a view displaying that the flooring and stairs are actually contained throughout the general volumes, and are actually traversable.

navmeshboundsvolumes_ingame

It’s time to present VR a check from throughout the editor! Join your Meta Quest by a tether to your PC, and just be sure you’ve enabled the tethered connections.

At this level, you’ll be capable of teleport throughout all of the rooms of the dungeon. The Teleportation motion is initiated by transferring the thumbstick ahead on the suitable movement controller.

Allow the VR Preview mode by selecting the menu choice within the toolbar.

enable_vrpreview

Click on the inexperienced arrow button to Play this stage in VR and teleport by way of the dungeon!

teleport_movie

Observe: VR Preview shouldn’t be obtainable on MacOS. Nonetheless, you’ll be able to nonetheless construct shortly to a Meta Quest by selecting Platforms and both choosing Fast Launch in case your machine is displaying on the record, or packaging the undertaking for Android after which putting in to your machine with ADB or SideQuest. Skip to the tip of the tutorial for directions on the best way to get arrange for constructing to your Meta Quest machine.

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