![]() Even without video explanations, with each example being completely isolated from the others and the blueprints fully commented it should be easy to get an understanding of how the examples work. Since this is intended as a learning material I will be slowly making youtube videos on the single systems going over how the systems are built and how they work. ![]() Also, with such a folder structure, you should simply be able to migrate a single example (together with the required assets) without having to migrate the entire project. It keeps the examples isolated from any unrelated systems that could generate unnecessary distractions. You will also notice that each example has its own VRPawn and MotionController blueprints, this generates a lot of repeated code but it will also keep the example’s blueprints easy and simple to read. Each example tries to keep as much as possible within the example’s folder, but reusable assets in the project are all placed inside “Content/VRContentExamples/Content”. Some examples are placed in subfolders if a particular category applies to them (e.g. ![]() Since these are just examples and not a product it makes sense that the project is just free, plus I love the idea of sharing this.Īs you open the project you will see that each example has its own folder as well as its own map. When I finally decided to actually do it I thought that it would have been good to actually share this with the community. I had a ton of projects sitting in my library each containing one of these examples and, for the longest time, I have been thinking about putting all this into a single project to use as a reference. This is a collection of mechanics/systems/features that over the years I had to code for personal or work projects. The reason why I really wanted this to be on the marketplace was for maximum visibility since I assume that there will be a ton of people missing out on this. During the third stage of the product review, however, the marketplace team got a concern with my description of the product and when I explained my intentions the product got declined. Even against this issue I still tried to publish it on the marketplace at the minimum possible price and was planning to add a link on the page to release it for free. Apparently, (I didn’t know) products on the marketplace cannot be uploaded and sold for free unless they are code plugins or the content that epic makes free for the month or permanently free. The project went through 2 stages of quality checking by the guys at Epic and it was all looking great until we hit the third stage. I attempted to release the project on the marketplace but failed. If you are looking for a framework, there is a list of incredible ones out there both free and paid. The project does not attempt to replace any full template/framework that you can get from the marketplace or on the forums. The examples in the project are fully functional but just examples and nothing more. The VR Content Examples project IS NOT a template, framework or plug-and-play system. The project is pretty much what the Unreal’s Content Examples project is with some differences in the project structure and implementation of the single systems. Shared environment enables joint training of various parties involved in oil spills response operation, such as bridge and deck teams and shore personnel.The VR Content Examples project is a collection of VR examples that can be used to get you started or learning how a certain feature/system could be built.Realistic assessment: The exercises factor in both situational variables like the actual sea state and its limits, currents, and nature of the spill vis-a-vis the trainees’ response to such a scenario to determine the operation’s.Interaction with various objects is modelled as well. Realistic equipment response achieved by modelling response objects (such as booms and busters) on the manufacturers’ equipment data.The oil flow distribution is carefully calculated and is affected by vessels, recovery objects and other structures. Spill’s visual appearance (which depends on the amount of oil spill and the type). It simulates spreading, evaporation, dispersion, emulsification, viscosity variation, burning and even a The oil spill model is affected by currents and wind. Realistic crisis scenarios created for both offshore and coastal teams.
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