I spent about two days trying to figure out why the mobile preview scene was so much darker than the default "Shader model 5"preview. It's purely because of the slightly too clever auto-exposure. In actuality my scene was dark and Unreal kept implementing its exposure compensation in the shader model 5 view, which would brighten up everything. So - it's not weird global illumination, or a stray light, or a weird emissive material - it's your view exposure. Turn off the game settings check box and set your value to 1.0. That will show your scene for what it really is - and your mobile preview *should* look closer to your desktop view (I'm actually finding it a tad brighter now haha)
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...
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