Unreal Engine VR Editor

Build worlds in a virtual reality environment using the full capabilities of the editor toolset with interactions designed specifically for VR.

Windows
MacOS
Linux

vreditor_main.png

Welcome to the VR Editor!!

Thanks for downloading our preview of VR Editing in Unreal Engine. This document will help you get started by downloading the build and introduce you to the basic features of editing in VR.

Keep in mind this is a very early pre-release build of Unreal Engine 4.12 that should never be used for actual production work. Saved files may not be compatible with future releases.

Have fun -- and remember to send us feedback and share you ideas with us on the Unreal Engine forums .

Editing in VR

Use VR Mode to design and build worlds in a virtual reality environment using the full capabilities of the Unreal Editor toolset combined with interaction models designed specifically for Virtual Reality (VR) world building.

Working directly in VR provides the proper sense of scale necessary to create realistic, believable worlds, while the use of motion controllers means you can build environments with natural motions and interactions.

Requirements

To use Unreal Editor in VR mode, your development environment must meet the following specifications:

Hardware Requirements

PC Hardware

Minimum for your VR hardware

Supported VR Hardware

  • Oculus Rift with Oculus Touch controllers

  • HTC Vive with controllers

Motion controllers are currently required for the VR Editor. You cannot use this with a headset alone.

Software Requirements

Operating System

Windows 7/8 64-bit (or later)

SDKs

  • For Oculus Rift: Oculus Runtime version 1.3 or later

  • For HTC Vive: SteamVR

Video Drivers

Make sure you have the very latest video drivers installed. Some HMD features require latest drivers.

Setting Up VR Editor from GitHub

VR Editor is a preview feature for an upcoming release of Unreal Engine. We've put the source code online early so you can try it out and give us feedback!

If you'd like, you can visit the Unreal Engine forums and send us feedback in the Unreal Editor in VR thread.

It's easy to download the source code and get the VR Editor up and running, but there are a few steps that you'll need to perform first.

Get the VR Editor Source Code

  1. Login to GitHub and make sure your account is linked to your Epic Games account. You can find information about that on the Unreal Engine 4 GitHub Page .

  2. Navigate to the Unreal Engine source repository on GitHub

  3. Switch to the "dev-vr-Editor" branch using the drop down.

  4. Follow the instructions about Getting Up and Running . You'll be downloading the Unreal Engine source for the VR Editor, along with installing prerequisites. You'll also need to have the free version of Visual Studio 2015 installed.

Compile Unreal Engine with VR Editor

  1. Compile the engine normally as per the setup instructions on GitHub.

  2. Run the editor!

  3. Execute the following file to start the editor:

    [UE4]\Engine\Binaries\Win64\UE4Editor.exe

If VR Mode fails to activate, check the Output Log window and look for "HMD" diagnostic messages.

Activating VR Mode

Manually Activating VR Mode

You can manually activate VR mode by pressing the VR Mode button that is on the main Toolbar menu or by pressing ATL + V on the keyboard.

vrmode_toolbar.png

You can exit VR Mode by pressing ATL + V again on the keyboard.

You can start directly into VR Mode by passing -VREditor on the command-line to UE4Editor.exe.

VR Mode Controls

There are various controls in virtual reality (VR) for navigating the scene, selecting and manipulating Actors, and working with editor panels and windows.

Controller Interface

controller.png

  1. Modifier

  2. Track pad

  3. Trigger

  4. Side Buttons

Laser Pointer

Each Controller emits a beam called the "laser pointer" which is used to determine with which Actor you will interact. The color of the beam indicates the interaction mode the controller is currently in.

Color

Appearance

Meaning

Red

standardmode.png

The controller is in the standard interaction mode. This is the default state for the controller.

Orange

selectionmode.png

The controller is in selection mode, meaning it currently has an Actor selected.

Green

movementmode.png

The controller is in movement mode, meaning it is being used to navigate the world.

Blue

UImode.png

The controller is in UI interaction mode, meaning it is being used to move the UI around.

UI in VR

The UI in VR Mode mode enables you to work within the Editor without having to leave VR. Use the controls to bring up the Menu system which gives you access to a variety of settings and Editor windows. Use the sections below to learn how to call and interact with these systems.

Interactor Hand

You can change which hand will have the primary laser attached to it by going to Editor Preferences > General > VR Mode. Then under the General section change the Interactor Hand to either Left or Right.

Click for full image.

If you want to use the menus available in VR Mode, refer to the following table, where you'll learn about the Radial and the Radial Menu menus.

Control

Description

Modifier Button

Lightly press the Track Pad with your thumb to open the Radial Menu. Move your thumb around the Track Pad to highlight the options. Press the Track Pad fully to select the highlighted option.

Pressing the Menu Button

Press the Menu button controller at the other controller to access the Radial Menu Menu.

Window Controls

If you want to control the various windows while in VR Editing Mode, refer to the following table, where you'll learn how to show and hide windows, and how to scale windows up or down.

Control

Description

Aim Controller at Window Grip + Squeeze Trigger + Track Pad Towards or Away

Aim the controller at the Grip of a window and squeeze the Trigger to grab the window. Move your thumb up or down on the Track Pad to scale the window up or down.

Editing in VR

When editing in VR Mode mode you'll need to be able to traverse the world and manipulate the Actors in your scene in an intuitive way. Use the sections below to learn how to interact with the Actors by moving them around, scaling, and rotating them, and how to effectively navigate the world all while in VR.

If you want to navigate your way through a VR environment, refer to the following table, where you'll learn how to push and pull the world with your hands, teleport to locations within the world, rotate the world around you, and scale the world up or down.

Control

Description

Press Side Buttons + Move Controller

Press the Side Buttons and move the controller to the world like you are grabbing the world with your hand and pushing or pulling it.

Press Side Buttons + Aim Controller + Squeeze Trigger

Press the Side Buttons, aim the controller, and squeeze the Trigger to teleport from your current location to the location the controller is aiming at.

Press Side Buttons + Move Controllers Around Each Other

Press the Side Buttons on both controllers and move them around each other to rotate the world around you, as if you are grabbing the world with your hands and then rotating it.

Press Side Buttons + Move Controllers Towards or Away From Each Other

Press the Side Buttons on both controllers and move them toward or away from each other to scale the world up or down.

Press Side Buttons + Tap the Tack Pad

Press the Side Buttons to grab the world and tap the Track Pad to instantly reset the world's scale back to your default Player's Size while editing.

Selection Controls

If you want to select Actors in a VR environment, refer to the following table, where you'll learn how to select an Actor and how to select multiple Actors at a time.

Control

Description

Aim Controller at Actor + Squeeze Trigger

To select a single Actor, aim the Motion Controller at an Actor in the world and then squeeze the Trigger to select it.

To select multiple Actors, hold down the Menu button on the Interactor Hand Motion Controller and then aim the Motion Controller at the Actor you want to select. With the Menu button still held down, squeeze the Motion Controller trigger to add or remove Actors from the selection.

Transform Controls

If you want to transform your Actors using the Translate, Rotate, and Scale gizmos, refer to the following table, where you'll learn how to move, rotate, scale, and slide Actors while in VR.

Control

Description

Aim Controller at Actor + Squeeze Trigger + Move Controller

Aim the controller at an Actor in the world and squeeze the Trigger to select the Actor. Move the controller to move the Actor to the location it is aiming at.

Aim Controllers at Actor + Squeeze Triggers + Move Controller Around Each Other

Aim both controllers at an Actor in the world and squeeze both Triggers to select the Actor. Move the controllers around each other to rotate the Actor as if you are grabbing it with your hands and rotating it.

Aim Controllers at Actor + Squeeze Triggers + Move Controllers Towards or Away From Each Other

Aim both controllers at an Actor in the world and squeeze both Triggers to select the Actor. Move the controllers towards or away from each other to scale the Actor up or down as if you are grabbing it with your hands and stretching it.

Aim Controller at Actor + Squeeze Trigger + Track Pad Towards or Away

Aim the controller at an Actor in the world and squeeze the Trigger to select the Actor. Move your thumb down or up on the Track Pad to move the selected Actor towards or away from you.

Painting in VR

When painting in VR Mode mode, you'll have similar options to the desktop Editor to choose from, such as painting for Landscape mode, with the Foliage tool, and Mesh Painting. Use the sections below to learn how to paint with these different modes using their available tools and options.

Mesh Painting Controls

If you want to paint on a mesh using Vertex Painting, refer to the following table, where you'll learn how to paint and erase painted areas.

Control

Description

Aim Controller at Actor + Squeeze Trigger + Move Controller

Aim the controller at a Static Mesh in the world and squeeze the Trigger to begin painting. Move the controller to move the brush along the Mesh.

Modifier + Aim Controller at Actor + Squeeze Trigger + Move Controller

To erase instead of paint, hold the modifier button. Aim the controller at a Static Mesh in the world and squeeze the Trigger to begin erasing. Move the controller to move the eraser along the Mesh.

Foliage Painting Controls

If you want to use the Foliage Painting controls, refer to the following table, where you'll learn about painting and erasing foliage. It is also worth noting that pressure sensitivity on the Trigger is supported to control how strong an area is painted or erased.

Control

Description

Aim Controller at Actor + Squeeze Trigger + Move Controller

Select a foliage type in the Modes panel. Aim the controller at a location in the world and squeeze the Trigger to begin painting foliage. Move the controller to move the brush around the world.

Modifier + Aim Controller at Actor + Squeeze Trigger + Move Controller

To erase foliage, hold the modifier button. Aim the controller at a location in the world and squeeze the Trigger to begin erasing. Move the controller to move the eraser around the world.

Landscape Painting Controls

If you want to learn about Landscape tools, refer to the following table, where you'll learn about raising and lowering the landscape. It is also worth noting that pressure sensitivity on the Trigger is supported to control how strong or soft an area is raised or lowered.

Control

Description

Aim Controller at Actor + Squeeze Trigger + Move Controller

Select a landscape brush in the Sculpt panel. Aim the controller at a location in the world and squeeze the Trigger to begin raising the landscape. Move the controller to move the brush around the world.

Modifier + Aim Controller at Actor + Squeeze Trigger + Move Controller

To lower the landscape, hold the modifier button and make sure you have a brush selected in the Sculpt panel. Aim the controller at a location in the world and press the modifier button in a while squeezing the Trigger to begin lowering the landscape. Move the controller to lower different areas around the world.

Moving the World

To move the world around while in the VR Mode you must activate the movement mode by pressing and holding either of the two Controller side buttons. When the side buttons are held in, a grid pattern will be overlaid in the world indicating that you have activated movement mode.

movement_grid.png

  1. To move the world, squeeze and hold the controller side buttons while completely extending your arm in front of you.

  2. Quickly pull your arm towards your chest, releasing your grip on the controller side buttons halfway through to pull the world toward you.

  3. Squeeze and hold the controller Side Buttons.

Teleporting in the World

You can teleport to any placed Actor in the world to more easily manipulate it by doing the following:

  1. Aim the controller at the Actor in the world you want to teleport to.

    teleport_aim.png

  2. Squeeze in on the Trigger on the controller to teleport to the Actor.

    teleport_move.png

Rotating the World

You can quickly rotate the world to make it easier to manipulate Actors by doing the following:

  1. Squeeze the side buttons on both Motion Controllers.

  2. Move the controllers around each other to rotate the world as if you are grabbing onto it with your hands and rotating it.

    rotate_world.png

Scaling the World

You can scale the size of the world up or down to assist you in the placement and manipulation of Actors.

  1. Hold the Motion Controllers vertically, as close together as possible.

  2. While squeezing the side buttons on both Motion Controllers, move the controllers as far apart as possible to make the world larger. A line with numbers on top of it tells you the size, in meters, that you currently are in relation to the world.

  3. Continue squeezing the side buttons on both Motion Controllers and move the Motion Controllers as close together as possible to make the world smaller.

Working with Actors in VR Mode

Placing Actors in the World

In VR mode, you can place Actors in the world using the Content Browser or Place Mode.

To place an Actor using the Content Browser:

  1. Press the trackpad on the Motion Controller to open the Radial Menu menu and then select the Windows option.

    Click for full image.

  2. Using the trackpad, go to Windows > Content Browser to open up the Content Browser.

    Click for full image.

  3. Aim the controller at the asset you want to place an instance of and squeeze the Trigger to select it. In the example, we are selecting a box Static Mesh.

    place_cb_select.png

  4. Move the controller to drag it from the Content Browser into the world, releasing the trigger to place the Actor in the world at that location.

    place_cb.png

To place an Actor using Place Mode:

  1. Press the trackpad on the Motion Controller to open the Radial Menu menu.

  2. Using the trackpad, go to Windows > Modes Panel to open up the Modes Panel.

    modes_pannel.png

  3. In the Basic tab, select the type of Actor you want to add by pointing the Motion Controller at it and squeezing the Trigger to select it. In the example, we are selecting a simple Cube.

    place_mode_select.png

  4. Move the Motion Controller to drag it from the Modes panel into the world, releasing the trigger to place the Actor in the world at that location.

    place_mode.png

Selecting Actors in the World

To select an Actor:

  1. Aim the Motion Controller at the Actor you want to select.

    select_actor_aim.png

  2. Squeeze the Trigger to select the Actor.

    select_actor.png

To select multiple Actors:

  1. Aim the Motion Controller at one of the Actors you want to select and squeeze the Trigger to select it.

  2. Then while holding down the Modifier button, move your Motion Controller over the Actors you want to add or remove from your selection and squeeze the Trigger.

    select_actors_multiple.png

Freely Transforming Actors in the World

  1. Select the Actor you want to freely transform but make sure to not click on the transform handles.

    free_transform.png

  2. With the Actor selected, point the other Motion Controller at it and squeeze the trigger to freely transform it by moving the Motion Controller apart to make it larger or by moving the controllers around one another to rotate the Actor.

    free_transform_Move_Rotate.png

Transforming Actors in VR

The Universal Gizmo is a transform widget designed for moving, rotating, and scaling Actors when working in VR Mode. There are both local and world space versions available, which can be swapped between using the Radial Menu . The elements of the Universal Gizmo are colored red, green, and blue representing the X, Y, and Z axes, respectively. Much like in the standard editor, there are gizmos which can be used specifically for translating, rotating, and scaling your Actors. Local and world space versions of these are accessible from the Radial Menu .

Gizmos

Gizmo

World

Local

Universal

GlobalUniversal.png

GlobalUniversal.png

Translate

GlobalTranslate.png

GlobalTranslate.png

Rotate

GlobalRotate.png

GlobalRotate.png

Scale

GlobalScale.png

GlobalScale.png

Transform Gizmo Actions

Each gizmo gives you access to different transform actions. By aiming the controllers at the manipulators highlighted below (usually on a translation, rotation, or scale gizmo for clarity), you can manipulate your Actor's Location, Rotation, and Scale independently.

Action

Manipulator

Usage

Translate

TranslateBar.png

Aim the controller at one of the translation manipulators and squeeze the Trigger to grab it. Move the controller to move the selected Actor(s) along the axis.

Translate Plane

TranslatePlaneHighlight.png

Aim the controller at one of the translation plane manipulators and squeeze the Trigger to grab it. Move the controller to move the selected Actor(s) along the plane (in 2 axes).

Rotate

RotateHighlight.png

Aim the controller at one of the rotation manipulators and squeeze the Trigger to grab it. Move the controller to rotate the selected Actor(s) around the axis.

Uniform Scale

UniformScaleCube.png

Aim the controller at the white cube in the center of the gizmo and squeeze the Trigger to grab it. Move the controller to scale the selected Actor(s) along all axes uniformly.

Scale

ScaleCube.png

Aim the controller at one of the scale manipulator cubes and squeeze the Trigger to grab it. Move the controller to scale the selected Actor(s) along the selected axis.

Stretch

StretchHandles.png

Aim the controller at one of the stretch manipulators and squeeze the Trigger to grab it. Move the controller to scale the selected Actor(s) non-uniformly along all axes while remaining anchored to the opposite corner.

Quick Select Menu

The Quick Select menu enables you to quickly adjust grid, rotation and snap settings as well as summon the Content Browser, Details panel, and more.

QuickMenuVR.png

Using the Quick Select Menu

  1. Aim one of the controllers at the other controller to display the Quick Select menu.

  2. Aim the free controller at the options on the menu to highlight them.

  3. Squeeze the Trigger to select the highlighted option.

Quick Select Menu Options

As you can see in the image, the Quick Select menu is grouped into four menu options, namely Grid Snap, Interface, Tools, and Gizmo.

Grid Snap

In the Grid Snap options you can adjust the snap settings for the Translate, Rotation, and Scale menu options. By clicking on the value below the selection, you can cycle through its snap values.

GridSnapOptions.png

Option

Description

Translate

This toggles grid snapping on or off when moving Actors. The snapping value is modified by aiming at the numerical box below, squeezing the trigger, and moving the controller.

Rotate

This toggles grid snapping on or off when rotating Actors. The snapping value is modified by aiming at the numerical box below, squeezing the trigger, and moving the controller.

Scale

This toggles grid snapping on or off when scaling Actors. The snapping value is modified by aiming at the numerical box below, squeezing the trigger, and moving the controller.

Interface

In the Interface options you have quick access to the various editor windows and panels that are available in the Editor.

InterfaceOptions.png

Option

Description

Details

Opens the Details panel for viewing and modifying properties of the selected Actor(s).

Content Browser

Opens the Content Browser.

Modes

Opens the Modes panel, providing access to Actor placement tools, foliage editing, and mesh painting.

World Outliner

Opens the World Outliner, which displays a hierarchical list of all Actors in the world, enabling quick selection, visibility toggling, organization, and actions that an Actor needs to perform.

Asset Editor

Opens the Asset window, which acts as a container for any asset editors (Blueprint Editor, Material Editor, etc.) that may be open.

Tutorial

Opens the VR Mode Tutorial window, which provides access to a collection of instructional walkthroughs for common features that are found in the VR Editor.

World

Opens the World Settings panel, providing access to properties of the current Level.

Toggle All UI

This will open the available UI Interface windows available under the Interface section of this Quick Select Menu.

Tools

In the Tools options you can quickly take a screenshot, use a flashlight for your controller, or jump into Play in Editor (PIE) mode to try out your game.

ToolsOptions.png

Option

Description

Screenshot

Takes a screenshot of the current scene.

Flashlight

Adds a flashlight too, or removes the flashlight from, the controller that was used to click the button.

Play

Starts your project from within the VR Editor so that you can test your gameplay quickly. You will begin gameplay from the player start location. To instantly go back to the VR Editor from your test session, press both triggers and a grip button on each motion controller.

Gizmo

In the Gizmo options you can quickly cycle through and change the behavior of your Translate, Rotation, and Scale gizmos.

GizmoOptions.png

Option

Description

Coordinate System

Sets the coordinate system to either World Space or Local Space that can be used when transforming Actors.

Transform Selector

This will cycle through the Universal Gizmo through the available transform modes (Translate, Rotate, and Scale). Only the manipulators for the selected mode are displayed.

Cycle Gizmo

When an Actor is selected in the viewport, this will cycle through the Translate, Rotate, and Scale gizmo.

Radial Menu

The Radial Menu provides an interface that enables the user to quickly reach all functions of VR Mode, including the Modes Panels, Asset Editors, Simulate and Play in VR, consolidating the functionality of the old Radial Menu and the Quick Menu into one intuitive user interface. In the following page, you will find a detailed reference for what each option on the radial menu performs.

Editor Windows

Editor windows are no longer docked to the Controller when opened. Instead, they open slightly offset from the left controller. The Close button is now nested beside the interaction bar underneath each window. When opening a window, if you keep the trigger depressed, you will see a preview of where the window will be placed.

Context- Sensitive Option

A context-sensitive option has been added to the Radial Main Menu. This menu option offers quick access to additional features available within different tools.

Radial Menu Options

Below you will find a breakdown for what each option in the radial menu performs when used in the UE4 editor.

Click for full image.

Snapping

T_Radial_Snapping.png

Pressing this button will display the following snapping options.

Icon

Name

Description

T_Radial_Translate_Snap.png

Translate Snap

Enables or disables snapping objects to a grid when dragging them around.

T_Radial_Snapping.png

Translate Snap Value

Sets the position snap grid value.

T_Radial_Rotate_Snap.png

Rotate Snap

Enables or disables snapping objects to a rotation grid.

T_Radial_Angle_Num.png

Rotate Snap Value

Sets the rotation snap grid value.

T_Radial_Translate_Snap.png

Scale Snap Value

Enables or disables snapping objects to a scale grid.

T_Radial_Scale_Num.png

Scale Snap Value

Sets the scale snap grid value.

T_Radial_Align_Actors.png

Smart Snapping

Smart snapping uses the bounds of your object to align to other actors in the scene, enabling you to exactly fit them together without needing to build modular assets with a grid in mind.

T_Radial_Set_Targets.png

Set Targets

Set which Actors should be used with Smart Snapping.

Gizmo

T_Radial_Universal.png

Pressing this button will display the following Gizmo options.

Icon

Name

Description

T_Radial_Local_Space.png

Local Space

Put the transforms gizmos into a Local (object) coordinate system.

T_Radial_World_Space.png

World Space

Put the transforms gizmos into a World coordinate system.

T_Radial_Universal.png

Universal

Allows the gizmo to move, rotate and scale the selected Actor.

T_Radial_Translate.png

Translate

Restricts the gizmo to only move the selected Actor.

T_Radial_Gizmo.png

Rotate

Restricts the gizmo to only rotate the selected Actor.

T_Radial_Scale.png

Scale

Restricts the gizmo to only scale the selected Actor.

Windows

T_Radial_Windows.png

Pressing this button will display the following windows.

Icon

Name

Description

T_Radial_Details.png

Details Panel

Opens up the Details panel.

T_Radial_Windows.png

Content Browser

Opens up the Content Browser.

T_Radial_Modes.png

Modes Panel

Opens up the Modes Panel.

T_Radial_World_Outliner.png

World Outliner

Opens up the World Outliner.

T_Radial_World_Space.png

World Settings

Opens up the World Settings.

T_Radial_Sequencer.png

Create Sequence

Creates a new sequence.

Edit

T_Radial_Edit.png

Pressing this button will display the following edit options.

The options inside of Edit mode will only be available for use if you have an Actor selected.

Icon

Name

Description

T_Radial_Deselect_All.png

Deselect All

Deselect all currently selected Actors.

T_Radial_Delete.png

Delete

Delete currently selected Actor.

T_Radial_Cut.png

Cut

Cut currently selected Actor.

T_Radial_Copy.png

Copy

Copy currently selected Actor.

T_Radial_Duplicate.png

Duplicate Selected

Duplicate currently selected Actor.

T_Radial_Paste.png

Paste

Paste Actor that was copied.

T_Radial_Snaps.png

Snap To Floor

Snap current Actor to the floor.

Tools

T_Radial_Tools.png

Pressing this button will display the following Tools.

Icon

Name

Description

T_Radial_Simulate.png

Simulate

Start simulating the game.

T_Radial_Save_Actors.png

Save Actors

Saves the selected Actors simulated position back to the editor.

T_Radial_Pause.png

Pause

Pauses the simulation.

T_Radial_Resume.png

Resume

Resumes the simulation from being paused.

T_Radial_Seq_Play.png

Play

Starts the simulation.

T_Radial_Screenshot.png

Screenshot

Takes a screenshot of the current view.

T_Radial_Flashlight.png

Flashlight

Enables / Disables the flashlight which can be used to illuminate dark screens.

Modes

T_Radial_Modes.png

Actives new menus based on which tool is currently being used.

Editor Windows in VR Mode

The VR Editor enables you to summon and dock a number of different panels and windows.

Panels and Windows

window_content.png

window_details.png

window_modes.png

window_outliner.png

Content Browser

Details Panel

Modes Panel

Outliner Panel

window_Landscape.png

window_asset.png

colorPicker.png

worldSettings.png

Landscape

Asset Panel

Color Picker

World Settings

window_Foliage.png

window_Sequancer.png

Foliage

Sequencer

Opening a Window in VR Mode

To open a window:

  1. On the Interactor Hand, press the Modifier button to bring up the Radial Menu. You can also do this by pushing in a direction on the touch pad.

    Menu_Button.png

  2. Then use the track-pad to select the window you want to open and open the window by pressing down on the track-pad.

    quickmenu_2.png

Interacting with Windows in VR Mode

There are a number of different ways you can interact with panels and windows in VR Mode. Each window has a black bar along the bottom edge called the grip that can be used to "grab" the window and manipulate it.

window_grip.png

To move a window:

  1. Aim the controller at the grip and squeeze the Trigger to grab it.

    window_move_grip.png

  2. While squeezing the trigger, move the controller to reposition the window to a new location.

    window_move.png

To scale a window:

  1. Aim the controller at the grip and squeeze the Trigger to grab it.

    window_move_grip.png

  2. Move your thumb on the Track Pad away from you to make the window larger.

    window_scale_up.png

  3. Move your thumb on the Track Pad toward you to make the window smaller.

    window_scale_down.png

To close a window:

  1. Aim the controller at the Close button that is on the bottom righthand side of the window.

    window_close.png

  2. Squeeze the Trigger to close the window.

Configuration

Many aspects of the VR Editor can be configured using the Console to better suit your personal preferences for working in VR. Typing vred into the console will provide a list of available options, such as the speed at which you teleport from location to location, which can be tweaked to provide the best experience possible.

config.png

Tags
Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback