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Create Widget in Spectator Mode only

Hi


Me and my team are currently developing a interactive application for Windows 64-bit PCs with Oculus CV1 support. We've already been using the new Spectator system for every earlier application that we've published and find it incredibly handy when presenting applications on the Rift or Vive.

For this project we want the user to be able to change the environment in the spectator screen on a UI only shown and interactable on the spectator screen and not in the HMD. The controls will be Mouse/Touch which interacts with a Widget on the Spectator Screen. The HMD screen will not have any controls.

A perfect example of this is the game The Lab The Lab where you can choose level while the HMD is enabled.

What I'm currently wondering after reading the Virtual Reality Spectator Screen Documentation and seeing the following quote.

Additionally, enabling Spectator Mode means that you can observe (or, in certain scenarios, interact) with the VR experience while a player uses a HMD in a VR environment.

  • Is it possible to have controls and widget only shown and interactable on the spectator screen?

  • Is this possible without having to use multiple players?

  • Do I need to use the TexturePlusEye function?

Thank you in advance for any kind of help!

Product Version: UE 4.17
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asked Sep 11 '17 at 02:35 PM in VR

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Will0
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avatar image Monster1234 Sep 22 '17 at 04:17 PM

Hi there,

Did you find a solution for this?

avatar image 6r0m Sep 26 '17 at 09:39 AM
  • I want to know too)

avatar image AdamB85 Oct 19 '17 at 05:30 PM

I'd also love some help around this question! How do we create UI for the spectator?

avatar image Will0 Oct 24 '17 at 08:00 AM

Hi guys, Because the lack of support I got for this question I was forced to go with my first "solution". I created multiple players and had to open the application multiple times on a local computer.

This is no way a real solution to this and I would either like to get a real answer for this directly from the people that has been developing spectator mode for the Unreal Engine or for Epic to change the description of the Spectator mode completely.

It is in no way helpful to tell people the capabilities of the spectator mode function if there is no documentation how to achieve those functions.

avatar image AdamB85 Oct 24 '17 at 12:07 PM

Hey Will0!

Can you elaborate on this a little more so I can follow what you did? How does creating multiple players and opening the application multiple times allow you to have a spectator user interface?

avatar image Will0 Oct 25 '17 at 11:42 AM

Hi Adam, Because there was so little support for the spectator interface I decided to completely remove that idea from our project.

What I did was starting over and reading the multiplayer documentation and looking for a lot of tutorials how to create multiplayer LAN games for Unreal Engine 4.

After getting it to work I made the Client player (The first time i open the application) possess a "Editor" character in screenmode with a Widget that can edit the scene.

While letting the second player (The second time I open the application) possess a VR character that walks around in the scene.

This has nothing what so ever to do with Spectator mode and I hope there is a better documentation and support for these functions in the future.

Hope this helps somehow, even though it is no real solution for the spectator mode.

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i create the actor in c++ , u can get extra screen, with interactable umg, the screen can capture mouse , and show umg and show vr view or custom camera

just email me at simedix@lexyco.net, and tell every body that has same problem, cuz i see it in so many topics, and there is no solution for it

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answered Oct 31 '18 at 12:54 PM

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LX.Simedix
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