VR Spectator Control Window
At dfab we have used it for a game in a medical research, where the researchers can adjust settings while the patient is using the VR experience. And we also used it for architectural visualisation, where we can change materials, colors and teleport viewpoints.
Here’s a video explaining how to setup and use the plugin:
Setup your UMG
If the plugin is you have to set the game instance variable of your project to “SpectatorControlWindowGameInstance” like so:
To be able to use a UMG widget withe the Spectator Control Window you have to create ControlWindowActor Blueprint and add that to your startup map.
you can then create a new one based on the ControlWindow or re-parent your existing UMG widget to this class.
To create a new ControlWindow UMG widget, create a new Blueprint Class a search for ControlWindow in All Classes and press select like the image below:
If you already have a UMG widget you would like to use in the Spectator Control Window you can re-parent your widget inside the widget by going to “File – Reparent Blueprint” and choose ControlWindow from the menu:
With the UMG widget, assign it to the created ControlWindowActor Blueprint you created earlier:
Now everything is set and you can start your game or app to see the VR Spectator Control Window in action!
Since Unreal Engine will always set the input focus to the window that is active we created a special checkbox to enable setting the focus back the the game game after interaction with the Spectator Control Window. This way you don’t have to click back in the game window to let the user use the motion controller triggers and buttons again. If you need to be able to something handle text input in the Spectator Control Window, having this option enabled will disable the Spectator window after each keypress. So if you need to use text input it is advised to leave this unchecked and click the game window after you’re done using the Spectator Control Window.
We hope you enjoy using our plugin!