Copy the Config/SteamVRBindings folder and all the files here to your build package under {BuildType/WindownsNoEditor}/{ProjectName}/Config/SteamVRBindings
Branch | Notes | Download |
---|---|---|
develop | Active development branch using UE 4.15, may be unstable | N.A. |
4.23 | For projects using UE 4.23 | Zip Tarball |
4.22 | For projects using UE 4.22 | Zip Tarball |
4.21 | For projects using UE 4.21 | Zip Tarball |
4.20 | For projects using UE 4.20 | Zip Tarball |
4.19 | For projects using UE 4.19 | Zip Tarball |
4.18 | For projects using UE 4.18 | Zip Tarball |
4.17 | For projects using UE 4.17 | Zip Tarball |
4.16 | For projects using UE 4.16 | Zip Tarball |
4.15 | For projects using UE 4.15 | Zip Tarball |
If you are not adding the plugin to an existing project, create a new Blueprint project using the Virtual Reality template. Starter content is not necessary.
For Blueprint projects to use the plugin directly from GitHub, you need to convert it to a C++ project. To convert it:
- Select to File -> New C++ Class
- In the Choose Parent Class dialog, choose Game Mode Base
- Give the class a name and click Create. The engine will compile the code and open the solution in Visual Studio
- Close Visual Studio and the Unreal Editor
- Add the SteamVR Input plugin using the steps below
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Download the SteamVR Input plugin from GitHub
- Go to https://github.com/ValveSoftware/steamvr_unreal_plugin
- Click the "Clone or download" and select Download Zip
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In your project's root directory, create a new folder if it doesn't exist: Plugins
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Unzip the downloaded file directly to the new Plugins folder. There should now be a folder called steamvr_unreal_plugin-master; you can rename this if you'd like.
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In the root folder of your project, right-click on your .uproject file and select "Generate Visual Studio project files" (this requires the Epic Launcher to be installed on your machine)
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Finally, double-click the *.uproject file at the root of your project to compile and open the project. If you are prompted to rebuild any files select yes
Reminder: You need to update submodules separately from your regular Fetch/Pulls of your project to update the plugin.