Smooth VR Spectator Tutorial with Unreal Engine 5

Gediminas Kirdeikis
24 Jan 202422:43

Summary

TLDRIn this tutorial, the speaker explains how to enhance the experience for VR spectators by smoothing camera movements. The focus is on reducing jittery visuals when users in VR move quickly, which can be disorienting for viewers watching on a screen. The tutorial walks through using Unreal Engine 5's VR Spectator Blueprint to assign input keys and adjust camera settings for smoother transitions. The guide also covers how to manage pixel density for better performance and adjust the spectator camera to mimic the player's head movement in VR, providing a more stable viewing experience.

Takeaways

  • 🎮 The tutorial focuses on improving the VR spectator experience by smoothing out camera movements to reduce jitter and enhance viewer comfort.
  • 👓 The VR experience involves two main components: the VR player character and the VR spectator camera, which are controlled by different blueprints.
  • 🔧 To adjust the quality of the VR experience, one can modify the pixel density in the 'Event Begin Play' to balance quality and frame rate.
  • 🕹️ A key is assigned within the VR spectator blueprint to toggle between a dampened (smooth) and non-dampened (jittery) camera view.
  • 📊 The tutorial demonstrates how to use a Boolean variable to flip between dampened and non-dampened camera modes when the assigned key is pressed.
  • 📹 The VR spectator camera's position and rotation are interpolated smoothly towards the player's headset position and rotation to achieve a dampened effect.
  • 🛠️ The 'Event Tick' is utilized to update the camera's transformation every frame, ensuring the camera follows the headset's movements.
  • 🖥️ The tutorial addresses potential quality issues in the VR spectator view, suggesting adjustments to the texture target settings.
  • 💻 The script mentions that certain graphical settings, like Lumen and indirect lighting, may cause performance issues and need further investigation.
  • 🔗 Patreon supporters are offered access to the tutorial files for further experimentation and learning.

Q & A

  • What is the main issue discussed in the tutorial?

    -The main issue discussed is the jittery and shaky experience for VR spectators viewing the VR environment on their screens, especially when the VR player moves quickly or looks around rapidly.

  • What are the two main actors involved in the VR experience mentioned in the script?

    -The two main actors involved in the VR experience are the VR player character and the VR spectator camera.

  • What is the purpose of adjusting the pixel density in the VR headset?

    -Adjusting the pixel density in the VR headset can increase the frame rate by reducing the quality of the 3D model, which can help in reducing the jagged and messy appearance of the preview for the viewer.

  • How can the VR spectator camera be controlled to provide a smoother experience?

    -The VR spectator camera can be controlled by assigning a key that, when pressed, toggles the camera between a dampened (smooth) and non-dampened (jittery) state.

  • What is the role of the 'VR Spectator' blueprint in Unreal Engine 5?

    -The 'VR Spectator' blueprint in Unreal Engine 5 is used to customize the spectator's view, allowing for the setup of different ways to spectate and control the camera's behavior in the VR environment.

  • What is the significance of the 'Follow Damped' Boolean variable in the tutorial?

    -The 'Follow Damped' Boolean variable is used to toggle the camera's state between a smooth, damped follow mode and a non-damped mode, which affects how the spectator camera moves and responds to the VR player's movements.

  • How does the tutorial suggest to make the transition between camera states?

    -The tutorial suggests using a flip-flop method where pressing the assigned key once enables the damped camera, and pressing it again disables it, creating a toggle effect.

  • What is the purpose of using 'Get All Actors of Class' in the VR spectator blueprint?

    -The 'Get All Actors of Class' node is used to find the VR Pawn (player character) in the scene, which is necessary for the spectator camera to follow and interpolate its position and rotation.

  • How is the spectator camera's position and rotation determined in the tutorial?

    -The spectator camera's position and rotation are determined by interpolating its current state to the head-mounted display (HMD) data of the VR Pawn, which includes the headset's position and rotation.

  • What is the issue with the quality of the preview when using the VR spectator camera?

    -The issue with the quality of the preview is that it may appear lower in quality or laggy, especially when using certain settings like Lumen, which might be a limitation of the current setup or a need for further adjustment.

  • What is the suggested solution for improving the quality of the VR spectator preview?

    -The suggested solution is to adjust the settings of the render target associated with the VR spectator camera, such as changing the texture target to a higher quality format like 'RTF RGBA8 sRGB'.

Outlines

00:00

🎮 Enhancing VR Spectator Experience

The paragraph introduces a tutorial focused on improving the quality of life for VR spectators. The speaker discusses the issue of jittery visuals when moving quickly in VR and how it affects the viewer's experience. The tutorial aims to smooth out this experience. The speaker explains the two main components involved in VR: the VR player character and the VR spectator camera. The tutorial will focus on adjusting the VR spectator blueprint to improve the viewing experience for those watching through a screen.

05:03

🛠️ Setting Up VR Spectator Controls

This section delves into the technical setup for controlling the VR spectator camera. The speaker guides on how to access and edit the VR spectator blueprint in Unreal Engine 5. The tutorial covers assigning a key to dampen the spectator camera movement, using a brute force method to enable input for the VR spectator blueprint. The speaker demonstrates how to create a Boolean variable to toggle between dampened and non-dampened camera states, using the asterisk key as the toggle switch.

10:04

🔧 Implementing Camera Dampening

The tutorial continues with the implementation of camera dampening. The speaker explains how to use the 'Event Tick' to continuously check the camera state and adjust it accordingly. The process involves creating a branch that triggers based on the dampened state, using print statements to confirm the state change. The speaker also discusses the importance of checking which key is mapped to enable the VR spectator camera and how to test the functionality in the game environment.

15:04

📸 Smoothing Camera Movements

In this part, the speaker focuses on smoothing the camera movements to mimic the headset's movements. The tutorial involves setting the VR spectator actor's transformation to match the headset's position and rotation. The speaker demonstrates how to use 'Interpolate To' to smoothly transition the camera to the headset's location and rotation over time. The goal is to create a natural and less jarring viewing experience for spectators by making the camera follow the headset's movements smoothly.

20:06

🖥️ Adjusting Preview Quality

The final paragraph addresses the issue of adjusting the preview quality for the VR spectator view. The speaker explores different settings within the VR spectator mode and attempts to adjust the texture target to improve color data information. However, the speaker encounters limitations with certain graphics settings, particularly with Lumen, and seeks solutions or suggestions from the audience. The tutorial concludes with a call for feedback and the offer of the tutorial file to Patreon supporters.

Mindmap

Keywords

💡VR Spectator

The VR Spectator refers to a mode in virtual reality (VR) that allows people not wearing a VR headset to observe what the VR player sees. In the video, the speaker explains how to improve the quality of the spectator's experience by smoothing the camera movements that follow the player’s head in the game. The VR Spectator is a critical element because it bridges the gap between the immersive VR experience and the outside viewer's perspective.

💡Dampening

Dampening refers to the technique of reducing sudden or erratic movements, particularly of the camera, to create smoother motion in the spectator view. The video tutorial focuses on implementing a system where camera movements are 'dampened' to provide a better experience for VR spectators, preventing them from feeling disoriented due to the player's quick or shaky head movements.

💡VR Pawn

The VR Pawn is the virtual character or player model that represents the person wearing the VR headset. In this context, the VR Pawn controls the player's in-game movements and actions. The video mentions that although the VR Pawn itself doesn't need modification for spectator purposes, understanding its configuration helps contextualize how the spectator camera will be applied.

💡Blueprint

Blueprints are a visual scripting system used in Unreal Engine 5, allowing developers to design complex game logic without coding. In the video, the speaker refers to the 'VR spectator blueprint' and the 'VR Pawn blueprint' to explain how these blueprints control different elements of the VR experience, such as movement and camera functions.

💡Pixel Density

Pixel density determines the quality of the image displayed in the VR headset by controlling how many pixels are rendered. Lowering pixel density can increase frame rates but decrease image quality. In the video, the speaker advises adjusting the pixel density for smoother performance during VR gameplay, particularly for lower-end systems.

💡Event Begin Play

Event Begin Play is an Unreal Engine event that is triggered when a level or game starts. In the video, the speaker explains how the VR spectator camera setup begins with the 'Event Begin Play,' which initializes the functions that will manage how the spectator camera behaves throughout the gameplay.

💡Interpolation

Interpolation in this context refers to the process of smoothing out the movement between two points, such as the camera’s current position and the VR headset’s position. The video explains how to interpolate the VR spectator camera’s movements so that it gradually follows the player's head, creating a more stable and pleasant viewing experience for the spectator.

💡Flip-Flop

Flip-Flop is a control structure in Unreal Engine's Blueprint system that alternates between two states, such as 'True' or 'False.' In the video, Flip-Flop is used to toggle between the dampened and non-dampened camera movements, allowing the spectator to switch between smooth following and direct, unfiltered camera motion.

💡Tick Event

The Tick Event is a function in Unreal Engine that executes every frame of the game. In the video, the speaker describes how the Tick Event is used to continuously check and update the position of the spectator camera relative to the player's head, ensuring smooth and real-time adjustments.

💡HMD (Head-Mounted Display)

HMD stands for Head-Mounted Display, which refers to the VR headset used by the player. The video tutorial explains how to track the HMD's position and orientation to synchronize the spectator camera with the player’s head movements. The HMD is a critical part of VR because it defines the viewpoint from which the player experiences the virtual world.

Highlights

Introduction to improving the VR spectator experience by smoothing out the jittery camera movements.

Explanation of how movement in VR is natural for the player but can cause a jittery experience for spectators on screens.

Introduction to Unreal Engine 5’s default VR spectator blueprints, focusing on improving the spectator camera experience.

Explanation of the importance of controlling pixel density in VR to balance visual quality and frame rate.

Guide on adjusting the pixel density setting under the VR Pawn blueprint to improve performance.

Detailed step-by-step instructions on how to edit the VR spectator blueprint to dampen the spectator camera movement.

Use of a brute-force method to assign a key to control the spectator camera's dampening effect.

Creation of a Boolean variable 'Follow Damped' to toggle between dampened and non-dampened camera movement.

Explanation of the 'flip-flop' function to switch between smooth camera following and normal camera behavior using the assigned key.

Guide on how to connect the VR spectator camera's movement to the VR player's headset using Unreal Engine's 'T Interp To' for smooth transitions.

Demonstration of testing the new camera dampening functionality in VR spectator mode.

Overview of setting the spectator camera to follow the VR player's headset smoothly by interpolating its position.

Exploration of how to adjust render target settings for the VR spectator camera to improve visual quality, despite some limitations.

Acknowledgement of performance limitations with Unreal Engine’s Lumen and indirect illumination in the VR spectator mode.

Encouragement to experiment further with the blueprint file, which is available for Patreon supporters, for enhanced spectator experience.

Transcripts

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hello hello hello so some people were

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asking me to do a small tutorial on how

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we can improve the experience the

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quality of life for the VR Spectators

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that are looking at what you're

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experiencing in VR on their screens what

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I mean by that is if I press play right

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now and I start looking around you can

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see that as long as I'm moving quite

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slowly it's fine but the moment I start

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really kind of looking around as I would

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normally let me just jump right here

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outside take a look at this you know

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this structure the structure moves as

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well and I'm looking at the gears at the

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top and so it becomes very jittery right

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and that Jitter is while for me it's

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quite normal you know for for my eyes

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when I have the headset on for the

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viewer it's a little bit too too shaky

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so in this tutorial what we're going to

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do is we're going to smooth out that

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experience right and before we begin you

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need to understand that there are two

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main actors involved in giving you the

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experience into the headset through the

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headset you know um generally speaking

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the player

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character the VR player character and

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the second one is the uh VR uh how is it

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called I I want to do a proper V

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R um camera spectator camera something

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like that uh let me just

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spectator blueprint V are spectator and

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those are just default blueprints that

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come in with the Unreal Engine 5 VR

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template right so first of

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all and this is how the VR spectator

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looks like and our VR Pawn the player

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character is actually um not present

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here in instead we're using uh start

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player start blueprint or node right

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here so that's the first thing that I do

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is I fish them out fish both of them out

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and open them up so you can find your VR

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um uh

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template uh sorry you can find your VR

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Pawn under your VR template folder under

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blueprints VR Pawn right here double

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click on it

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and it's going to open up the whole um

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chain of logic of how the VR um

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character the pawn that you control uh

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how it should behave and what kind of

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actions can it make and if you want to

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ner out uh about it you can just kind of

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read through all of these and try to get

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a sense of it but in our case we don't

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really uh we don't really care the only

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reason why I'm showing it to you is

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right here I feel like this is an

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important setting um this is where right

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at the begin uh event begin play

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connected to that you can control the

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pixel density that is produced by the

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headset in into your eyes right so you

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can drop down the quality like so and

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thus increase the frame rate so if you

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feel like the 3D model that your

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previewing is too slow and it's all

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Jagged and messy consider dropping down

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the pixel density a little a little bit

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anything below 0.6 is a little bit too

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too blurry but 0.8 seems to be um

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holding up just fine if you want to you

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can also increase the pixel density uh

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but I wouldn't recommend it it's uh it

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becomes very expensive very fast anyway

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so in terms of VR Pawn the character

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itself we will not be doing anything

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with it instead what we will be using is

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VR spectator blueprint right so under VR

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spectator theer here you have the

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blueprint class but also if you have

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started with the VR template you will

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have um the VR spectator camera right

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here somewhere on in in the scene right

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so you can select it and then here on

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the top right corner you can click on

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edit VR spectator so that is going to

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navigate you to the blueprint of VR

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spectator

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automatically then in our event graph

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right here this is where we can set up

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different way of how you can um how you

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can spectate you know the things that

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the user sees right so we will um be

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creating our blueprint right here so the

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first thing that we need to do here is

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to assign a key that you press to dampen

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The Spectator camera right and I think

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okay so there are two systems of how we

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can do it do it we can do it brute

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forced right just straight straight up

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we assign a key in this template right

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here or in this blueprint right here and

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we use it or we can do through the

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enhanced input Action System I think for

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this tutorial since we're using um since

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it's focused on the dampening portion

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rather than the input actions we will be

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using the simplified The Brute Force way

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or I should say probably the old school

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way so the way we do this is first of

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all well during begin play we need to

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enable um the VR spectator uh blueprint

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to receive inputs or to generate rather

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sorry to generate inputs right so for um

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where you have begin Play tab right here

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the last node at the chain should be uh

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enable sorry things are in the way

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enable

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input

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there we go right target itself player

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controller I think as long we we can

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just keep it default it's going to uh

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it's just going to work this makes it so

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that uh you can press keys and keys will

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do things in VR um spectator

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blueprint um speaking of keys now we can

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um decide on which key to um press right

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so we can do

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key uh is it event key key event uh

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keyboard event keyboard event and you

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can scroll through this and use um you

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know find any key that you want uh

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honestly the faster way is just to

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select any key select the node here and

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on the top right corner where you see

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input key just click on the little

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keyboard and then just press any key

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that you want to use to um Drive the

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change in the dam dampening versus not

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dampened or soft camera versus not soft

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camera right so I'll press the

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asterisk I guess so now you can see

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numpad asterisk is going to be the one

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that changes my dampened camera and then

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I

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will probably create

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um new um variable on the bottom left

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hand side under variables click on the

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little plus sign here so to create a new

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variable and choose um

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follow

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damped follow

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damped like that it should be a Boolean

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um variable yeah it's either yes or no

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you are either following with the damped

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camera or you're not and when you

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press the asterisk key once it should

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set uh so you just drag in follow damped

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from bottom left to the screen set

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follow damped it should be tick marked

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so it's going to be following but when

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you press it again I will drag it out

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again set follow damp it should be

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unticked so it it's not um following

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right so you press uh the key once it

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follows um softly you press the key

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again it doesn't follow uh tool that

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does that is called flip flop flip

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flop like that a connects to um setting

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it f uh setting it to True B connects it

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to setting it to

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false that's it C uh select everything

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press C to comment and you can write it

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uh uh toggle

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follow or something like that you know

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just just to keep things clean okay with

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that done now we

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can place the following under a tick so

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right next to uh begin play right under

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begin play there's the event tick that

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happens at every frame let's say frame

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it's not really but let's say every

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frame of

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the game play and here under um these

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two different modes either first person

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mode for spec this spectation spectator

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or the fly mode for spectator you can

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um continue on the Chain right so what

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we can do is we can create a

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branch from one of these nodes doesn't

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matter which one and we just connect the

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second one into the branch as well so it

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doesn't matter which one of these nodes

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is triggered the branch is still going

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to be triggered right and the condition

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is it true or false false is going to be

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our follow damped right so get follow

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damped I just drag it from bottom left

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the variable drag it follow damped bam

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the condition is here right and right

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now I can get I guess I can kind of show

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you uh so let's say if it's true it

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should print

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string

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um

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following right

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if it's false it should print

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string not

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following like that this is just for me

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to show you how it's going to work right

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so I compile I click save here I press

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play right it's doing the

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thing it's not working oh yeah yeah uh

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cuz I need to actually click on the the

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the button for for it to trigger one

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second so to check what kind of uh

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button you need to press to actually

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enable this VR spectator camera uh you

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just need to go to the VR spectator um

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folder right here expand it

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input find the input folder double click

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on the IMC VR spectator this one right

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here um the input mapping controls I

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think and and here under mappings you

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expand mappings you check I a VR

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spectator toggle expand that and here

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you can see that it's set to tab I think

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tab is the default right so tab will

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change

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the um from from the headset display to

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the VR spectator display that that is

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useful information right so if I press

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play now this is the VR head said being

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shown but then if I press tab you can

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see that's the that that's the spectator

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uh camera uh which is not following and

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by the way the cool thing is that I can

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now um wait let's see if this will work

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I can stand uh where is

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it I can stand in front and I can wave

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right

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so before we were seeing the view

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through the headset and now we were we

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are seeing the view through that this

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camera right and if I press the asterisk

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it's not printing not following right

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now but if I press it it's now following

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right not following following okay so

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the functionality is there it it all

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works all we need to do right now is the

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with the VR

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spectator um function instead of using

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print string we can delete this we need

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to when it needs to follow

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true um needs

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to when this is true it need the camera

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needs to be placed on the head of the

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viewer and it needs to be placed

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smoothly right so it needs to

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interpolate between the movements of the

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head smoothly so the way we do it is we

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get uh get

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all actors of

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class and our class that we want to get

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is the VR Pawn the player character

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right

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VR

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Pawn like that VR

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Pawn then uh out of all of the actors I

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mean we're getting only one right

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there's only one VR Pawn uh that we have

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so we will get a

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copy so we're getting the only one

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because this is like a list we don't

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need a list we need a single one so we

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use get to get a single

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one and we get

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the

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hmd I think it's called

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hmd get hmd

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data right head mounted display by the

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way

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hmd we do that hm it seems like it's

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it's uh that data is a little bit off um

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let's not do that sorry sorry weird

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tutorial I know let's not do that

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instead let's first of all uh for our

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general actor for this VR uh spectator

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actor let's set its translation where

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where or transformation where it needs

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to be and how it needs to be rotated

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right so we will set

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actor

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transform set actor transform the target

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itself right so the camera itself will

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be will be moving and for transform we

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will be um

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getting get actor

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transform so find its own

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transformation and then interpolate to a

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new transformation which needs to be

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where the headset is at and where it's

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looking at right so a tool that does

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that is called T interp 2 T interpolate

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to T stands for time so Delta time

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right

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uh rather Del Delta time is the counter

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the interpolate speed is the the time

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right so we want to soften it by like

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let's say every second it gets an

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average so it softens out so interpolate

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speed is one while Delta time we just uh

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get World Delta seconds that's easy get

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World Delta Delta seconds right so it's

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just counting uh and and interpolating

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according to the count and then the okay

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and the return value is our new

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transform that's that's also easy the

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tricky part is

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the

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um the target towards where so you know

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again the position and the rotation of

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this headset during game play so the

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target needs to

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be get world

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uh again get World

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transform

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uh one

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second H not like that maybe we do it

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other way around so from this VR Pawn we

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need to uh

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get

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hmd well that's hmd data but oh yeah

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here right at the bottom of it of the

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list get

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hmd perfect get H hmd and now we get

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World

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transform like that and connect that to

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the

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Target I just want to get hmd data I

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just want to check

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one break hmd data

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bam yeah okay so it does have position

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and rotation listed here as well but in

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this case um it gets the whole transform

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scale as well even though the scale

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doesn't matter as much um anyway so with

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this setup it should work so the the way

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it works is the camera uh the VR

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spectator camera will set its actor

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transformation so location rotation

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scale um it's going to set its actor

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transformation by measuring where it is

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by measuring where the headset is and by

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placing itself to the headset moving

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itself to the headset and rotating to

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the headset slowly over the course of 1

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second after the second it checks again

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where the headset is and it's moving

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towards that that new place again right

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so if I click compile save

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play

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hello my battery is

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dead okay we can uh test this out now so

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if I press

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play right we're back to normal

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environment but then uh if I

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press

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tab you can see the VR spectator camera

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but now the

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asterisk whoop moves us right into here

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and the camera itself seems to be

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previewing everything at a lower uh

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lower quality that is something

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that I will need to that I will need to

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adjust but with that being said if I

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look around and I move in here you can

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see that the camera uh the spect

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spectator camera does catch up quite

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quite nicely right so that's that's in

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principle that's that's what I wanted

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and that's that's how it works right so

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that's how you dampen the camera camer

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in terms of the

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quality um the preview quality uh let me

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take a look into that and see if we can

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adjust it okay in terms of quality I'm

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not sure of how to fix it but what I

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manage to dig out is that uh here in the

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VR spectator mode for the screen capture

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component 2D we have our texture Target

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that should be displayed right and the

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texture Target is this RT VR spectator

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component to which if I browse to this

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asset there's the render Target double

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click on that and here we have the

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settings

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for the the the preview right and

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basically if if I were to change it to

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RTF uh

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rgba

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8 uh

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sure srgb or yeah whatever hit save and

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if I were to play this hit tab now we're

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looking at it with um oh that's lagging

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a little bit but we're looking at it

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with uh 8bit data information or color

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color data information but still if I

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get in here Lumen just completely breaks

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um so I guess it might be a limitation

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of that I'm not sure so if anyone of you

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uh out there knows how to get a

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consistent throughput from uh what we

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see like like that and what we see like

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that that would be very much appreciated

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because with that being said if I were

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to go outside let me just

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quickly like

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that go in

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here and I were to hit Tab and we follow

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in you know this seems to be fine uh

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let's hit tab so this is what my headset

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sees and this is what is displayed in

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the um VR preview or uh VR spectator by

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the VR spectator camera right this is

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fine it's just basically Lumen um and

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indirect elimination that that that's

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breaking so again if anyone knows how to

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fix that portion very much appreciate it

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leave a comment if you want to

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experiment by yourselves with this file

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I will leave it for patreon supporters

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just like every other file patreon

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supporters get everything we do on this

play22:16

channel for free so again Link in the

play22:19

video description below and uh thanks

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for watching now you have a

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smooth

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experience I'll see you the next one

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bye

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Related Tags
VR ExperienceCamera SmoothingQuality AdjustmentUnreal Engine 5VR Spectator3D ModelingGame DevelopmentTutorialPixel DensityFrame Rate