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UI3 Other BPs

UI3 In VR Projects

This will give you a brief overview of what is required to run the UI3 with a VR headset.

The demo project is optimised for PC and may run poorly in some VR environments. Your project needs to be performing well if you want to use it in VR!

This is not a complete guide for VR in Unreal Engine. Follow the links provided for better guides.

Unreal Documentation - XR Best Practices

Content:

Installing Your VR Headset

Test Your Project

Oculus Quest Headsets

Steam VR and HTC Vive

VR Game Mode

Settings in the Info Map

Tablet Widget Issues

Simulating Input Controls

OpenXR Plugin

[legacy] VR Headset Tracking Origin (3.1)

Test Your Project

Make sure the project you are trying to use with a VR headset is working in standard PC mode before trying it with your VR headset.
  • The new Usage Preset - VR in the Info Map will apply a few settings that improve performance. Screen Percentage is set to 65% and the Quality is set to "Medium".
  • It has to run with at least 45 or better 90 fps. The image shows 33ms. 1000ms/33ms=30 frames per second for the demo project on my laptop. That would be not good enough.
  • Use the console command ~ stat unit to see what is hitting your performance. The lower the time in milliseconds the better. Green values are ok for 30 fps. Game shows blueprints and UI, which is less than 2 ms. Draw shows the time the geometry needs to be rendered per frame.
  • Run other apps, preferable Unreal Engine apps to test your hardware.

VR development can be difficult, and optimization is an important skill you'll need for it. You can come a long way by

  • The Default Game Settings of the sliders will be applied when the game starts. This only works in a packaged version. You can further reduce the defaults there.
  • Disabling Ray-traced reflections, less bounces, or reduce reflection quality in your post process volumes.
  • Using Lumen with default settings
  • Using Nanite meshes especially for high polygon assets

FAQ: Debugging, Optimization, Profiling

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Steam VR and HTC Vive

Steam VR supports HTC Vive, Oculus Rift and other headsets. There is a good chance that your headset is supported by Steam VR, if it isn't one of the major headset brands. It's well suited for Unreal Engine projects.

Quick Start for Steam VR with Unreal Engine 5.4

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VR Game Mode

The game mode needs to be set to the SDotUI3_GamemodeVR. Open the world settings of your persistent (main) level. Choose the game mode from the list of Game Mode Overrides as seen in the image and save the level.

You should see the virtual tablet next time you play your project in the editor preview with the UI items on it.

The demo project contains the level UI3_PersistentVR that is set up to be used for VR.

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Simulating Input Controls

You need a game controller to navigate through the menu items on the tablet. You can simulate the controller buttons on the keyboard as seen in the image.

[ENTER] could be replaced with [SPACE] for select in some UI3 versions

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OpenXR Plugin

The OpenXR plugin is added to the Demo Project by default. Every Game Mode contains a node from it to either enable or disable the Head Mounted Display (HMD) VR headset. This allows the player to travel from a non-VR to a VR enabled scene within the same application.

If you are getting compile errors then check if the OpenXR plugin is enabled in the plugin settings.

Some headsets are not compatible with the OpenXR plugin, In this case you need to remove all Enable HDM nodes from all SDotUI3 game modes. You will need to find the node that enables your headset supplied by the plugin for your headset and connect it to the Begin Play node of the SDotUI3 GamemodeVR.

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