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VR/Flat UI Manager

Displays the same UI in VR and non-VR, automatically! Makes Z-Order interactions work in VR!

  • 지원 플랫폼
  • 지원 엔진 버전
    4.27, 5.0 - 5.3
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.
The future is VR and non-VR Playing Together!

Do you already have a lot of viewport UI that you just want to work in VR?

Do you want 3D widgets to have a fully working Z Order system (including widget interactions)?

Then this lightweight and efficient plugin is for you!





What does it do?

This plugin allows VR to use viewport UI effortlessly!

It will automatically detect if you're in VR and sort it for you!

Highly customizable! You can choose how your UI looks in VR! (You can even use replacement UI for VR only, as you please)

Handles the displaying and collision of widgets with different Z Orders in 3D space!

Fully documented & a free demo project is available below.





Easiest Workflow:
  1. Make your HUD class inherit from `VR_UI_HUD`.
  2. Place down a `VR_UI_Displayer` however you like! (Extend with any custom logic you want, too)
  3. In your HUD, call `createUI`, either in C++ or Blueprint.
Done!





Can Z-Order Interactions work with 3D widgets?

Yes! Using 2 simple steps:

  1. Make UserWidgets inherit from `VR_UI_UserWidget`
  2. Use `VR_UI_WidgetInteractionComponent` instead of `WidgetInteractionComponent`





Free Demo and Full Documentation!

Available on our website!





Active Customer Support!

Contact support if there are any issues. We strive to fix any problem within 5 working days!

Unsure if this plugin supports what you need? Ask a question through the Epic Marketplace and we'll get right back to you!

기술적 세부사항

Features:

  •  Introduces an incredibly easy way to make UI work for both VR and non-VR purposes automatically!
  •  Uses a custom Widget Interaction Component to allow for Z Order interactions to work proplerly with World Widgets!
  •  No changes to non-VR viewport UI.
  • Allows for VR UI to use a different UserWidget if needed.
  • Works independently of VR plugins (you can use any VR plugins you like, Steam VR, Oculus VR, OpenXR, etc.)
  • Allows "Force VR" in non-VR settings for debug purposes. Automatically resets in shipping builds if left on accidentally.
  • Contains many different example uses to make it easier for you to get what your game needs!
  • Works in both Blueprint and C++ (free demo shows both)

Code Modules:

  •  Runtime: VR_UI


Number of Blueprints: 1 (demo)

Number of C++ Classes: 8

Plugin Dependencies: XRBase (different name in different engine versions)

Network Replicated: Works in Multiplayer

Supported Development Platforms: Win64

Supported Target Build Platforms: Win64

Demo & Documentation: Here