A downloadable game


The GDXR VR Ultimate Template is a comprehensive and robust framework that has been designed and created specifically for developers using Unreal Engine 5.1 and above. This template aims to greatly simplify and expedite the process of VR development. By leveraging the power of blueprints, the template not only provides a solid foundation but also utilizes OpenXR and the Enhanced Input System. These features allow developers to use the template as starting point for any OpenXR compatible VR headset (Pretty much every VR headset). With the GDXR VR Ultimate Template, developers can save valuable time and effort while still achieving exceptional results in their VR projects.



By utilizing the Enhanced Input system, we can greatly improve the overall immersive experience for users. One way to achieve this is by implementing multiple movement methods that can be switched at runtime, allowing users to choose the option that best suits their preferences. Additionally, we can enhance interactivity by implementing various grab types for interactable objects, providing users with a more dynamic and engaging gameplay experience. These enhancements, made possible through the use of new controller bindings.

While this project does include physics, it is not a core element. We do not rely on physics constraints for interactions in order to make the template more performant for mobile devices. Additionally, Epic keeps modifying the physics system which has resulted in numerous issues for other developers and we want to keep things simple.

Designed with modularity in mind, this template and its features allow for easy enabling/disabling of unwanted features through multiple structures. Some features can also be deleted completely, if necessary. No more digging through individual blueprints and variables to turn features on or off. Simply decide which features your project requires and use only those. Additionally, a set of custom functions provided enables runtime enabling/disabling of these options.

Make sure to check out the demo to try out all the features. 

Detailed Features List:

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

Six Movement Methods (Changable at Runtime).

⦁ 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. 

⦁ Supports all OpenXR motion controller inputs. (May require external plugins, WaveXR for Vive focus 3 Inputs)

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).

⦁ Push notification example to display HUD info showing how to use it.

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. This uses a dynamic material supporting mobile devices without Mobile HDR being required.

⦁ 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 shoot UI to interact with it).

⦁ Shot Gun example

⦁ Rifle

⦁ Pistol

⦁ Two Handed interactions.

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.

⦁ Make player fall example, crumbling hand hold.

Custom Hand Animation/Snapping System

⦁ Enable Custom hand Animations when holding actors.

⦁ Easily snap hands to actors with simple blueprint integration

⦁ Ability to display ghost hands when grabbing interactables.

Player Interaction Examples.

⦁ Pull lever

⦁ Crank Wheel

⦁ Flick Switches

⦁ Sliding Draw

⦁ Push Button

⦁ Tap Button

⦁ Sliding Button

⦁ Sliding Throttle

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.

Download

Download
GDXR_VR_Template_Windows_OpenXR.zip 283 MB

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The Demo is not working with the Vive XR Elite  or Focus 3 Controllers.