There has ALWAYS been the RIDICULOUS PEDANTIC 'TELEPORT' template ??? !!! WHY NEVER A FREE LOCOMOTION ONE? The one that is out there from Marco G. NEGLECTS TO TEACH ONE HOW TO TURN, SO YOU CAN GO FORWARD BUT YOU TURN IN A BIG SWOOPING ARC THAT MAKES ONE SICK... SO IT IS A COMPLETELY USELESS WASTE OF TIME.. (and he DOES NOT SPEAK in the 'tutorial' (or as I call it: fast flashing silent unexplained useless images,..)
I'm tired of being polite and watching the industry STAGNATE,...
I know enough about Blueprints and the little bit of Free Locomotion I have explored, ASSURES ME: It would take someone in the know, (Marco...) less than 5 minutes to create a Free Locomotion Template for VR.
THE DEATH OF VR:
If VR does go the way of 3D Movies,... it will be because of silly oversights and things like this.,..
There is a Teleport VR Template for UE4 but not a FREE LOCOMOTION, THAT IS INSANE.
I have so many things ready for showing in VR, UNIQUE THINGS. NEEDED THINGS... But I can't ever simple add VR Locomotion...
IS SOMEONE OUT THERE KIND ENOUGH,. GOOD ENOUGH,... ;~) TO PLEASE JUST MAKE A SIMPLE VR FREE LOCOMOTION TEMPLATE FOR UE4 AND TELL US WHERE TO SHOVE IT? OR BLUEPRINT TO REUSE?
Okay, a couple points to note: 1) The VR template which comes out of the box with UE4 was designed by Epic and they wanted it to be broad and simple enough that anyone could use it in a project. 2) Templates are a *starting point*, not a full fledged solution. 3) You're always free to create your own template. There is plenty of documentation on the unreal engine website on how to go about creating templates. 4) You can probably also go to the epic market place and find templates or content samples that get you started. Some developers have put a lot of time, effort and sweat into producing something and they want to get compensated for it. Finding a *free* template that is of high quality and well supported is unlikely and unreasonable. 5) The artificial locomotion solutions for a VR project are going to vary by the design/needs of the project. Every experience is going to probably have some nuanced differences in how the designer wants the audience to move through the scenes. Trackpads may work for some games. Moving on rails for others. Teleportation for others. Armswing for different games. Each solution has strengths and weaknesses that need to be considered. It's going to be challenging to make a one-size-fits all locomotion template for all VR projects.