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      <image:title>Blog - Why Use Forward Rendering To Build Mobile VR Games In Unreal Engine and Unity - Make it stand out</image:title>
      <image:caption>Enabling Forward Shading in Unreal Engine</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - GDXR Ultimate VR Template - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://www.gdxr.co.uk/blog/understanding-textures-and-optimizing-materials-for-mobile-vr-in-ue-51-part-1</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2023-03-31</lastmod>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Trim Sheet Example (Google)</image:title>
      <image:caption>Trim sheets displayed through google search</image:caption>
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    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Make it stand out</image:title>
      <image:caption>Credit to r/ManaWorks over on Reddit.</image:caption>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Atlas Texture Example (Google)</image:title>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Texture Atlas used to texture a full building.</image:title>
      <image:caption>http://wiki.polycount.com/wiki/File:Stefan-Morrell_modular-texture.jpg</image:caption>
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    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - How Super Mario Bros on NES used Atlas Textures</image:title>
      <image:caption>https://www.spriters-resource.com/nes/supermariobros/sheet/52571/</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/15475343-e527-4aa2-ad5e-9503b9e1f9b3/tiling1.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - https://quixel.com/megascans/home/</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/c177f55c-3962-4462-a167-d83b945d0f3c/tiling2.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - https://quixel.com/megascans/home?category=surface&amp;category=brick</image:title>
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    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Andres Rodriguez, Colony Cliffs building Asset.</image:title>
      <image:caption>https://www.artstation.com/artwork/n2k2r</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/6770d8aa-6953-4481-a176-8ab9f9f6e692/tiling1.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/8c43d9e8-909a-41a2-901f-7172027efecb/TexturesCom_Wall_BlockConcrete7B_4.8x2.4_512_albedo.png</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Base Colour / Albedo</image:title>
      <image:caption>The base color is the main texture of your material, this contains all the color information. This information is stored using the image’s RGB channels. Each Channel contains color information creating the image.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/92010a50-9055-4cad-8ed3-90f924f45cac/TexturesCom_Wall_BlockConcrete7B_4.8x2.4_512_normal.png</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Normal Map</image:title>
      <image:caption>Normal maps also look like they contain color information however each RGB channel contains a variety of different information, in this case, information used for our 3D rendering software to calculate lighting.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Switching through the normal maps RGB channels using Unreal Engine 5.1</image:title>
      <image:caption>You can see how each channel contains a different black-and-white (()-1 Colour Range) image showing different shadow angles. - The Red channel represents the X-Axis showing the texture being lit from (Left or right). - The Green channel represents the Y-axis showing the texture being lit from (Top or Bottom). - The Blue channel represents the Z-axis showing the texture being lit from (straight on.).</image:caption>
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    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Roughness</image:title>
      <image:caption>A rough texture is an image that only contains black-and-white information, these values range from 0.0 - 1.0 0.0 = Rough (Matte) = White 1.0 = Smooth (Shiny) = Black</image:caption>
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    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - AO (Ambient Occlusion)</image:title>
      <image:caption>Ambient Occlusion maps are similar to Roughness maps as in they only contain black-and-white information ranging from 0.0 -1.0. However, this information is used to display shadow information that cant/won’t be effected by our 3d lighting system. You can see how it’s being used here to highlight the recessed areas of the stone work and small cracks where lighting would be difficult to reach.</image:caption>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Metallic Maps Our brick material doesn’t contain any metal so it doesn’t have a metallic map or does it need one. MEtalic maps, again working from 0.0 to 1.0 color range are used. Metalic maps work like a mask, to differentiate between the metal and none metal elements of our material.</image:title>
      <image:caption>https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-2</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Opacity Mask</image:title>
      <image:caption>An opacity mask is a black-and-white image, rather than ranging from 0.0-1.1 on the color range, Each pixel must be black or white. White = Solid Colour Black = Transparent. In gaming we see these masks everywhere, specifically with foliage, We use them to let us make planes (Meshes) look more complex than they are.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Creating a PBR material using our texture maps.</image:title>
      <image:caption>You can see how combining the five individual textures, was able to get a pretty convincing wall material. Keep note of the Texture samples of our material. Currently, it’s saying we are using 8 of our 16 samples.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Channel Packed Textures.</image:title>
      <image:caption>Channel-packed materials contain information for Roughness, Metallic, and Ambient occlusion, Or any texture information made of black and white textures. Red channel = Roughness Green Channel = Metalic Blue Channel = Ambient Occlusion</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/dd330e96-975c-4165-84d6-87139723638d/3.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Opacity masked material</image:title>
      <image:caption>You can see how our opacity mask is used to display only a specific portion of our material, Anything in the black portion will be invisible and anything in white will be displayed.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Vader Immortal shows how they use 2048x2048 textures.</image:title>
      <image:caption>https://www.youtube.com/watch?v=-q4phZ4He8A&amp;ab_channel=AdamSavage%E2%80%99sTested</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/f37de8b1-53fa-4d18-bde5-d388518b11d8/HighresScreenshot00000.png</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/9c5609fa-7369-41c8-a9aa-c65c340b3532/5.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Using Maximum Texture size to reduce texture scale and memory.</image:title>
      <image:caption>By default, the value is set to 0 which equals the texture’s original size. Make sure to only use a power of 2.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Shader Complexity of the GDXR VR Temaplate</image:title>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Our weapons have moderate complexity.</image:title>
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      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Weapons in the view port using roughness.</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/7b25463c-601d-46a3-8fe5-abc175114233/8.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Just by enabling fully rough, our shader complexity has dropped all the way back to Ideal.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/47f676bf-9722-4ac5-a769-e4f13bef5066/10.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Weapons using fully rough</image:title>
      <image:caption>No visual difference. but better performance.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/693fcb59-af1c-4e5a-aebc-153288261476/11.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Simple emissive material using the default shading Model. With Fully Rough Enabled.</image:title>
      <image:caption>If you look at our Instructions, you can see them sat at 365.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/f645a02b-d424-4ef2-8447-75e72ad839a4/12.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Setting shading model to unlit.</image:title>
      <image:caption>Unreal now tells us the base shader pass without lighting will now be 109 instruction.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/95aff7f8-e7eb-4830-b5c0-977e8dc69e04/13.PNG</image:loc>
      <image:title>Blog - Understanding Textures And Optimizing Materials For Mobile VR in UE 5.1 - Part 1 - Compress Without Alpha</image:title>
      <image:caption>By default Compress without Alpha is disabled, Enabling Compress without Alpha, will remove the Alpha channel from the texture during Compression. This will change what compression formats you have access to.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.gdxr.co.uk/blog/adding-smooth-locomotion-to-unreal-engine-5-1</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2023-03-31</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/869f6ff0-8430-47fb-9147-9696344789a0/77.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/2cab95b9-6eb2-4ea7-9f7b-10562dd14695/1.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/611cb767-314d-4250-9acf-f89fc320bd1b/2.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Menu Toggle input action showing value type bool to control on/off inputs (Button press) if the button is pressed bool = on, if released bool = off.</image:title>
      <image:caption>Menu Toggle input action showing value type bool to control on off inputs (Button press) if button is pressed bool is on, if released bool is off.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/d873b226-cc5d-4bc8-a75d-e2a06ed0d4d7/3.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Input action controlling turn rotation, this example has an Axis1D (float) which looks at the input to see what position the input is currently in. Thumbstick left will be -1, right slightly will be 0.4 give or take.</image:title>
      <image:caption>Input action controlling turn rotation, this example has an Axis1D (float) which looks at the input to see what position the input is currently in. Thumbstick left will be -1, right slightly will be 0.4.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/230d75c4-21fc-4cb0-abcd-5a88e36e2f7f/4.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Creating a new Input Action in the actions folder</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/1dcfbd76-e441-4d7c-9859-482333017b58/43.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Snap turn right Modifier example, adding deadzone</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/57c8a39c-9161-4f47-a667-07c66c9040ed/5.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Actions folder after adding new Input Actions (I renamed default IA_Turn to IA_Snap_Turn_Left).</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/a679ba70-f85f-4ec9-bf85-93dcb437680a/1.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Select the IMC_Default &gt; Right Click &gt; Duplicate</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/e50672dc-258b-4f72-aa03-5127b38b2b39/2.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Rename the IMC_Default to IMC_SmoothLocomotion</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/cb10210f-61d6-4c74-9418-111125961760/6.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Opening the Smooth Locomotion Input Mapping Context</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/041bcdd9-6f1e-470b-a818-a179c0a696d3/7.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - How your Smooth Locomotion Input Mapping Context should look after adding your input actions.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/5794853d-1bda-424e-a720-2e463b49f58f/55.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/0cb1ef20-3f44-47d9-b889-3ccdc248d64e/56.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR)</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/794172ba-a40f-4ccc-bfb7-cdcfb5afd1d5/10.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Player Mappable Input Config File located in the VRTemaplte &gt; Input Folder</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/b7927d65-d245-4a2c-b982-9ddd410909e2/11.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Adding IMC_Smooth_Locomotion to the contexts list</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/14e7f114-0d50-4a5e-bc11-f1b048ea5941/3.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Open the existing VRPawn</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/42ff7308-6c03-4ec0-82c4-92e8a81440e1/12.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - converting our VRPawn to a character parent class</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/4ef80110-70c0-4279-9af9-168e3e9dba3f/4.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Select the new Capsule Component that was created.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/8a73f26d-aeda-4db6-958a-64fb92e034ae/13.png</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Adding a scene component to our VRPawn components list</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/9a23fa7f-6a6c-498e-873a-2879d0659c82/5.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Add the new scene component and renamed it to VRCharacterOrigin</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/a35defe7-62de-4c46-a6f2-30f4b36776ef/6.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Before Fixing Component Hierachy</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/ff82388e-709f-412e-b5cb-02390724950f/7.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>After Fixing The Component Hierarchy</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/796d8062-f279-4b7e-8795-598f5382f8d3/8.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Set the VRCharacterOrigin to -90 on the Z axis</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/65b31415-78d6-4211-966c-b895e7455d28/9.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Existing “Add mapping context” function which we will change.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/d4650d4c-cb7f-4249-81d2-0d262574f02b/10.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - You can see the mapping context is now using the IMC_Smoothlocomotion Context</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/43227e15-c0bf-4948-9a83-7c41c2f477db/11.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Added IA_MoveForward with a print string node.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/e2b65501-0a52-48ca-8163-1b18a96e797e/13.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Input test code</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/19d3525b-54cd-445a-aab8-03555c494af6/12.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Seeing our print string fire when testing our input in game</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/530acd2d-e2ac-49f7-a7dc-095376ff930d/14.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Created a custom event named “Initialize Capsule Position”</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/0ada1ead-4482-4118-a70f-fb23d18527bc/15.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Create a new custom event and call it “Update Capsule Height”</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/4002f9ea-fcd9-481d-bbb7-cae00ec94233/16.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Create a new float variable called Capsule Half Height</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/dbbe6a85-1f49-4212-b0bd-58e85242405f/17.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Added Capsule Half Height float variable to our Set time by event function</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/9449ae63-ad4d-4611-a023-ac666a2494a3/18.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Get a refrence to Capsule component and get the Half height, connect it to the capsule half height variable we created.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/0e174576-feea-4b01-8a6b-dbe265dd3c18/19.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Should look like this.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/b3e73f2b-1f60-4752-9097-a94fd1050898/20.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Getting our capsule refrence and “Set Capsule Size” function</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/378977f8-99c9-4ad3-96d9-60a6ba0b819d/21.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - “Get Scaled Capsule Radius” from the Capsule component refrence. connect it to the inb Radius of “Set Capsule Size”</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/4f8a62dd-fbf7-43a4-924d-f0efa4bad676/22.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - connect our “capsule half height” float to In Half Height</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/a587d2b6-c3c2-4302-9736-93ae98c8da23/23.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Split the device position pin and divid by 2.</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Add 5 and connect it to the Minus node</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/c5eaa342-0aa9-466c-bec9-8fea07d8dfae/25.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Get the VRCharacterOrigin and add relative location</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/e71c9545-ec21-45ce-910d-bf0ac4ea9f50/26.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Split the Delta location pin and connect Z to the Minus Node.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/91b12598-1a8a-4482-9212-b9819e8e27dd/27.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Our code should look like this.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/ddd7f8f9-b395-4d5d-860c-f18d4c403142/28.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/ba5e43f5-9390-4245-b8cc-b210efa8a069/29.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Create a custom event and add the function “Add Actor World Offset”</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/6dfdd4a9-abfe-41ad-89a7-eeae9fb022d9/30.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Split the Get World Location for both nodes and also split the Delta Location.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/66e2adfb-f54d-441d-b2a1-d46bb5e1fe7e/31.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Create a subtraction node, convert it to a vector, and split all pins.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/963324f3-df77-47f1-a713-cca76edf0256/32.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - connect the nodes like so. X to X Y to Y, you get the gist.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/a9e35645-6b34-4641-9168-052c9e37638c/33.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Getting the Negate vector function and splitting the A pin</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/f6b28025-18c7-406c-a4eb-1a9da55afd99/34.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Connect the negate node up like so.</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Set teleport and sweep variables to true as in the image and comment the code.</image:title>
    </image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/a6e7006d-8efb-43a7-8c4c-4d2dd439c5f3/44.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Open the snap turn function and disconnect the Set Actor Location node</image:title>
    </image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Snap turn function after removing Set Actor Location</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Set use controller rotation to false.</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - drag the player start-up and press the end on the key board to snap it to the floor.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/fe7741f8-b3c1-4606-94b0-57c1c00104ea/50.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/7fe63fc9-030e-4fe2-8cb5-5f78fbdf70e9/51.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Create IA_Jump and from “Started” search for the Jump Function.</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/a7142a40-4950-4a8a-807e-01176d3a5a7e/52.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Add IA_Sprint and from character, Movement component set the Max walk speed.</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/b4747efe-15a0-439b-bd00-9fa6118995c4/54.PNG</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Set max walk speed when pressing the left thumbstick</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/634131ca6d136a349e1e5698/310e839b-8abd-47af-8880-a1c0f85bf1f1/57.gif</image:loc>
      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Open project settings and go to collision</image:title>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Create new channel object, Give it a name and set default response to block.</image:title>
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    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Preset drop down &gt; New - Name = VRInteractable - CollisionEnabled = Collision enabled(Query and Physics) - ObjectType = VRInteractable - Description = Allows player to hold interactable objects with smooth locomotion.</image:title>
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    <image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Find the capsules collision settings.</image:title>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Open the function “GetGrabComponentNearMotionController” and set the Make array node to “VRInteractable”</image:title>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Open Grabbable_SmallCube Select the static mesh in the Components section. Set the collision Preset to VRInteractable.</image:title>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - - Open the pistol blueprint - Select the skeletal mesh - Change the collision preset to “VRInteractable”</image:title>
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      <image:title>Blog - Adding Smooth Locomotion To Unreal Engine 5.1+ For VR (Open XR) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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