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The GDXR Ultimate VR Template gives you the ultimate starting point to develop your dream VR project.


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Documentation

SteamVR PC Demo


Designed to expand the existing OpenXR and Enhanced Input System Frameworks provided by Epic Games. The goal of this plugin is to make VR development both faster and easier to develop, no matter your experience level. 


The template is designed to provide a framework for the most necessary features required to create a VR experience suitable for Mobile VR (Oculus Quest 1 - 2- Pro, Vive Focus 3, Pico neo) to all Desktop VR HMD's.


This means the project is not Physics based, other than player movement. This was a design choice to improve performance on mobile platforms.  


Built with modularity in mind the template and its features have been designed to allow you to enable/disable unwanted features easily through multiple struct and some features can also be deleted completely if required. No more digging through individual blueprints and variables to turn features on or off. Decide what features your project requires and use only those. You can also enable or disable these during runtime with a set of custom functions provided. 


Detailed Features List:

All features can be modified, enabled/disabled during runtime if required.


Six Movement Methods (More coming soon).

⦁ Teleport.

⦁ Shift movement.

⦁ Smooth Locomotion.

⦁ Smooth Locomotion & Teleport.

⦁ Flying.

⦁ Snap to actor teleport.

  - Disable or enable Player Movement (used for cut scenes, menu, and more).

  - Can the player Jump?


Hands And Controllers

⦁ Choose between Open XR controller meshes or Skeletal mesh hands with custom hand animations.

⦁ Ability to hide controller meshes and hand when interacting with individual actors.


Movement Direction

⦁ Use the player’s camera for the forward direction.

⦁ Use OpenXR Controller for the forward direction.


Rotation

⦁ Snap Rotation - (Ability to choose angle amount).

⦁ Smooth Rotation - (Choose rotation speed).


Inputs

⦁ Fully supported Enhanced Input system.

⦁ Dynamically changes user inputs based on the selected movement method. 

⦁ User inputs fully support.

  - Vive Wand.

  - Oculus touch.

  - Valve Index.

  - Windows Mixed Reality.


Player HUD example and two movement methods.

⦁ Option to enable a dynamic HUD (Heads up display) to show real-time info to the player.

⦁ Lock the HUD to the player’s camera - (Follows players where they look).

⦁ Dynamic HUD - (tries to follow the player’s camera and always faces the player).


Gaze Interaction Component

⦁ Custom Gaze Interaction Component - (Can be disabled if not required). 

⦁ Contains Gaze Interaction Example. 

⦁ Ability to hide Gaze Interaction at runtime (For example hide during cut scenes and such). 

⦁ Ability to change gaze Z location - (Reduce eye strain.) 

⦁ Ability to use gaze interaction with UMG.

⦁ Ability to hide gaze interaction when not required. - (Enabled using included Function.).


Screen Fade Example

⦁ Screen Fade interface to activate screen fade from any actor. - (Built for Quest 2).

⦁ Screen Fade does a check to see if the player is using the event Load New Level interface. If it is it will load level on fade completion.


Includes Lyra Weapons 

⦁ Uses a custom line trace function allowing for different weapon types. 

⦁ Muzzle Flash - Using Niagara system as an example. 

⦁ Example of how to use Data table to populate weapon stats when first spawned for easy updating.

⦁ Contains weapon reloading example

⦁ ammo count variables

⦁ Weapon UI interaction example (Can shhot UI to interact with it).


Sword 

⦁ Added Sword grabbable object example.


UI/UMG

⦁ Option to automatically display UI Interaction beem if your pointing at a widget. If not it will be hidden.

⦁ If interacting with UMG, Inputs will automatically update to allow button interactions.

⦁ Player Settings menu with 3D widget example.

⦁ Choose between pointing/interacting with UI from a distance or touching UI with the Index finger to interact.


Climbing

⦁ Enable / Disable climbing.

⦁ Option to climb any surface.

⦁ Snap hands to the climbing location(Similar to The ClimbVR)

⦁ Supports custom hand animations when climbing

⦁ Skeletal Mesh hands move smoothly to the snap hand location for a more organic feeling.


Custom Hand Animation/Snapping System

⦁ Enable Custom hand Animations when holding actors.

⦁ Easily snap hands to actors with simple blueprint integration


Player Interaction Examples.

⦁ Pull lever

⦁ Crank Wheel

⦁ Flick Switches

⦁ Sliding Draw

⦁ Push Button

⦁ Tap Button

⦁ Sliding Button


Holster System (Storage)

⦁ Attach actors to the player at runtime

⦁ Spawn with actors attached to Holster


Grabbing

⦁ Option to Toggle grabbing. Should the player press the grip button a second time to drop a held item?

⦁ Grabable spectator camera

⦁ Two handed grabbing.


Load Screen

⦁ Open XR Load screen integration and setup


Save/Loading using Game Instance

⦁ Integrated Save system to store player settings.

⦁ Load Save files from exhisting save files.

Technical Details

View the description above for a full list of included features.


Blueprint Classes: 59

Levels/Maps: 2

Materials: 38 (Most have "Fully Rough set to True, to improve shader performance on mobile devices.

Niagara Systems: 6

Skeletal meshes: 8

  • 4 Weapons
  • 2 sets of hands

Static Meshes: 29

Textures: 111


Support

Input: Any VR Platform using the OpenXR Framework and enhanced input system.

  • SteamVR
  • Oculus (Desktop)

Now including:

  • Oculus Quest 1,2,Pro (Meta XR Plugin)
  • Vive Focus 3 (Wave OpenXR Plugin)
  • Pico Neo 4 (Pico XR plugin)


Network Replicated: Player Camera and Motion Controllers are setup for replication.


Supported Development Platforms:

⦁ Windows (Yes)

⦁ Mac (Yes)


Not tested Platforms:

⦁ PSVR 1-2 (Not possible to test).

47.93 
Platforms Oculus, Android, Other, Windows 32-bit, Windows 64-bit
UE Versions 5.1
Tags SAVE LOAD, VR TEMPLATE, VR READY, GAME TEMPLATE, VR-READY, BLUEPRINTS, STEAMVR, MOBILE VR, OPENXR, BLUEPRINT TEMPLATE, NoAI, SAVE SYSTEM, VIRTUAL REALITY, VR, GDXR
Release date 20.02.2023

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