Virtual Scouting is compatible with the HTC Vive, HTC Vive Pro, Oculus Rift, and Oculus Rift S VR HMDs. See SteamVR Prerequisites and Oculus Prerequisites for connecting your headsets to Unreal Engine.
In this how-to guide, you will configure a project to enable access to the Virtual Scouting tools.
Steps
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With your project open, select Edit > Plugins from the main menu.
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From the Plugins menu, under Virtual Production, enable the Virtual Production Utilities plugin.
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Restart the editor when prompted.
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Select Edit > Project Settings from the main menu.
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In Project Settings > Plugins > Virtual Production Editor > Virtual Production, set the Virtual Scouting User Interface to Virtual Scouting Widget.
If the Virtual Production Utilities plugin is enabled, but the Virtual Scouting User Interface is not set to VirtualScoutingWidget, it may affect VR Editor behavior. This will be resolved in a future release.
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Select Edit > Editor Preferences from the main menu.
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In General > VR Mode > Motion Controllers, set the Interactor Class to VirtualScoutingInteractor.
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Select Edit > Editor Preferences from the main menu.
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In Editor Preferences > General > VR Mode > Motion Controllers, set the Teleporter Class to VirtualScoutingTeleporter.
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Select Edit > Editor Preferences from the main menu.
- In Editor Preferences > General > VR Mode > World Movement, uncheck Show World Movement Grid and Show World Movement Post Process.
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Select Edit > Editor Preferences from the main menu.
- In Editor Preferences > Level Editor > Viewports > Grid Snapping, uncheck Enable Grid Snapping, Enable Rotation Snapping, and Enable Scale Snapping.
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Enter VR Mode.
End Result
Once you are in VR Mode, pressing the Menu button on your VR controller will make the Virtual Scouting panel appear, giving you access to the various Virtual Scouting tools. For more information about the individual tools, see the Virtual Scouting Overview.
