ONE gradle build error "fix" I've found to work is to delete the "intermediate" folder in your project. Some folk online suggest deleting the "saved" folder too, perhaps try that if only deleting intermediate works. As always, maybe you'll have to rebuild shaders and lighting after doing this! wahhh
A combination of these three youtube videos should get you decent full locomotion in Unreal, using the built in VR template. https://www.youtube.com/watch?v=kGCS4rJYzoM&t=21s https://www.youtube.com/watch?v=EtEYIh9ndkc&t=236s https://www.youtube.com/watch?v=1rQvPnKvlfk The key parts to remember with the pawn - -set the auto-possess. -disconnect the teleport stuff (unless using!) -use the camera forward vector if you want to move which way you're facing rather than the "real" forward. -set your collisions on any colliders. "block all" probably best for any walls or immovable objects. Not entirely sure why the stairs or template floor has no collision setting. Might be in blueprints? Decided to take a few screenshots of the pawn's Blueprint, just in case those videos vanish. The rotation snapping is as follows - And the free movement is here- Also changing the class inheritance to Character - And disconnecting the teleport related scripts, but keepi
What the title says! I spent the better part of 2 days trying to figure this out haha. So your problem isn't mobile HDR, although that does actually make it match to an extent, due to part of the culprit - auto-exposure! Auto Exposure in the Shader Model 5 (SM5) view will brighten or darken your scene to emulate your eyes' ability to adjust to varying lighting conditions. So, a very dark scene will gradually get brighter in SM5, whereas your Android view will stay looking dark. You can turn this off in the project settings, just type "exposure" in the search bar Next up is setting your view to also only display the exposure at 1.0 As long as you're using lights which are supported in both SM5 and Vulkan/ES3.1 your scenes should be much more similar now. However, there is a tonemapping difference still. I thought it might be a straight sRGB difference of 2.2/0.454, but it isn't quite that! If you add a Post Process Volume actor to your scene and mess around wit
Comments
Post a Comment