![]() ![]() Let’s start by creating a game mode blueprint class that inherits from the auto-generated Game mode base class. We will just hook it up so that the project is using the class. For now, we don’t really require to implement anything in the game mode base class. h files in VS, we can see that the classes dont really have any implementation in them and are just basic skeletal code that might utilize in the future. Opening the auto-generated game mode base. You can see this in the “ project settings-> Maps and Modes” section. The other important thing to notice is that although the game mode class is created, it is not being used in the project. You should be able to see this class in the content browser window in the editor as well as the solution explorer in VS. A C++ class is already created for you which implements the Game Mode base for the project. Open the visual studio project is open you should be able to notice a few things. ![]() If you are following along from the previous tutorial, let’s start by opening the visual studio project by using the “ File->Open Visual Studio” menu button in the editor. The first thing that we would want to start off with is opening the visual studio project. The second part of the tutorial is where all the actual VR components are added. If you are already familiar with this process then you can straightaway skip to the next part. The first part of the tutorial is just creating a new C++ pawn class, adding a pawn blueprint that inherits from the C++ class and hooking this up to the game mode. ![]() In this two-part tutorial, we will set up the base VR player pawn so that we can actually see our motion controllers track and have some very basic input set up.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |