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GDXR UVRT

GDXR - Blueprints - Feb 20, 2023

GDXR UVRT offers an exclusive foundation to create any Virtual Reality project. Tailored specifically for Mobile and Desktop VR platforms.

  • Supported Platforms
  • Supported Engine Versions
    5.1 - 5.4
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.
  • Promotional Content
    Contains Promotional Content
    The creator has indicated this digital content promotes a brand, product, or business (whether their own or someone else’s).

Discord

Documentation

Demo (APK)


Looking to embark on a Virtual Reality project but don't know where to start?


This incredible template offers everything you need to begin developing your very own VR project, whether you're interested in creating a game, e-learning module, architectural visualization, or something different altogether. With the GDXR Ultimate VR Template, you'll have all the foundational elements necessary to bring your vision to life, including a wide range of blueprints and tools to create endless opportunities with creativity and customization. Whether you're a seasoned developer or just starting out, GDXR UVRT is the perfect starting point to turn your VR dreams into reality.


The template is specifically designed to provide a comprehensive framework for the essential features required to create a top-notch VR experience that is perfectly suited for Mobile VR devices such as Oculus Quest 1 - 2- Pro, Vive Focus 3, Pico neo, as well as Desktop VR HMD's and all supporting OpenXR devices - Check out the documentation for setting those up).


While this project does include physics, it is not a core element. We do not rely on physics constraints for interactions. We do this in order to make the template more performant for mobile devices and PC. 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.



Detailed Features List:

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



Character Controller.

This project utilises a character controller to allow for code to be used with multiple characters. Meaning you can switch vr characters at runtime and carry on using the same settings.



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. But these may require external setup depending on the HMD.



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.



Climb Static And Moving Actors

⦁ 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

⦁ Steering Wheel (The math is a Work in prgress)

⦁ UMG Based Key Pad

⦁ Basket Ball Mini Game

⦁ Rotating Door

⦁ Rotating Door Handle



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: 87

Character Classes: 2

Levels/Maps: 2

Materials: 41 (Most have "Fully Rough set to True, to improve shader performance on mobile devices.

Niagara Systems: 6

Skeletal meshes: 12

  • 4 Weapons
  • 2 sets of hands (MannyXR And QuinnXR)
  • 4 full characters (Manny, Manny Simple, Quinn, Quinn Simple).

Static Meshes: 117

Textures: 106

Enumeration Files: 5

Structures Files: 7

Data Table Files: 2

Sound Wave Files: 149 (From the Lyra)


Support (Confirmed)

Input: Any VR Platform using the OpenXR Framework and Enhanced Input System.

  • SteamVR
  • Oculus (Desktop)

Now including:

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


Network Replicated: Player Camera and Motion Controllers are setup for replication. However adding replication for your desired platform/HMD will need to be done per project.


Supported Development Platforms:

⦁ Windows (Yes)

⦁ Mac (Yes)


Not tested Platforms:

⦁ PSVR 1-2 (Not possible to test).