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Quickstart
You'll need to have SteamVR installed and a SteamVR compatible headset. If you have a VR HMD it's probably compatible. You can download SteamVR here: https://store.steampowered.com/app/250820/SteamVR/
For this alpha release you'll need to have Visual Studio installed as well. You won't have to edit any code but it needs to be able to compile the plugin. You can get Visual Studio Community edition for free from here: https://visualstudio.microsoft.com/vs/community/
While in alpha the plugin is only available on github. Clone in your favorite client or download from our releases page here: https://github.com/ValveSoftware/steamvr_unreal_plugin/releases
While the plugin is in alpha, if your project is a Blueprint only project, you'll need to create a C++ class so we can install the plugin. Do this by going to the File Menu -> New C++ Class. Then select GameModeBase and add the file. It doesn't matter what you call it or where you put it. That will open a Visual Studio solution, go ahead and close that.
Now you can create a Plugins directory in your Game folder next to the .uproject. Copy the SteamVRInput folder into that Plugins folder (or clone this repo to that location). Now close your project and reopen it to get it to detect the plugin. When it asks you if you want to build the missing DLLs say yes.
We've created some sample content to show you how to work with SteamVR Input actions and Skeletal Input. You can find two maps in SteamVR Input Content/Sample/Maps. You may need to click the eye in the lower right hand corner of your Content Browser and click Show Plugin Content to get access to that folder. SteamVRHands_SampleMap shows sample interactions with the SteamVR hand skeleton (left and right independent hands). UEHands_SampleMap shows sample interactions with the hand that comes with the Unreal VR Template from epic (mirrored left hand).
** To get this sample content to work you will need to copy the input actions to your project. We've automated this process for you in the SteamVR Input toolbar. Just click that toolbar then click Add Sample Inputs. **
- Regenerate Action Manifest - This will OVERWRITE the list of SteamVR actions in your action manifest json (Config/SteamVRBindings/steamvr_manifest.json)
- **Regenerate Controller Bindings ** - This will OVERWRITE the bindings for each controller type that the plugin generates for you (Config/SteamVRBindings). It will do its best to map your bindings in the Unreal Input preferences to SteamVR action bindings.
- Reload Action Manifest - This will attempt to shut down the Unreal Engine SteamVR session and reinitialize it with the latest versions of your action manifest and binding files. You should do this whenever you manually edit the JSON files.
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Launch SteamVR Bindings Dashboard - This will open the SteamVR Binding Dashboard in your default browser. From here you can customize the bindings that we have autogenerated for you based on the current controllers you have turned on. Be sure to hit the
Replace Default Bindingbutton in the bottom right if you make changes. Otherwise it won't overwrite your binding JSON. - Add Sample Inputs - This will attempt to add sample actions and axis to your Input preferences to make our sample scene work with most of the popular VR controllers.