In this part of the Pluralsight tutorial “Making a VR Experience in Unreal Engine” we get into setting up a trigger capsule for our objects, then using Blueprints to create a PrintString when our gaze encounters the capsule surrounding the object.
We went into the Blueprint for the VR_Pawn and clicked on the Viewport tab at the top of the Blueprint to see the actual object in order to create a very long Cube that was parented to the camera. This allows us to touch or “Overlap” objects in the scene when the camera points at them.
When the gaze/pointer encounters the object, the PrintString prints the word “Hit” instead of “Miss”.
Next, we built the Blueprints to make the program print different words on the screen depending on which object it overlaps.
WAIT – there is a problem. When the gaze encounters the trigger, it prints the wrong description.
I literally had my wires crossed. I corrected the PrintString outputs.
Now the Cauldron string is connected to the Cauldron trigger, same for salamander.
We have successfully demonstrated creating an event (PrintString) when the VR_Pawn camera pointer overlaps a Trigger Capsule.