Again I am following the Microsoft tutorial, just adding in extra screen grabs to help solidify the process in my mind. For the original tutorial, look here https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch3

 

Add The Session Asset

To use a session, you need an ARSessionConfig data asset to work with. To create one of these go to your Content Browser window. Make sure you are in the root Content folder by clicking on the Content folder.

Click Add/Import > Miscellaneous > Data Asset 

 

Select ARSessionConfig, click Select

 

 

name the asset ARSessionConfig.

 

 

Double-click ARSessionConfig to open it, leave all default settings and hit Save. Return to the Main window.

 

 

Start and Stop AR Session

 

To start the AR session you use a Level Blueprint. Connecting the ARSessionConfig asset in the Level Blueprint guarantees the AR session will fire right when the game starts playing.

To do this click Blueprints > Open Level Blueprint from the editor toolbar:

 

 

This will open up the Eventgraph window. Now this is node based work, so if you’ve ever used Shadergraph or Houdini then you’ll be familiar with this kind of coding. If not then just hang in there, this is a really easy entry example to set up. Don’t worry, you’ll get used to it.

Drag the execution node (left-facing arrow icon) off Event BeginPlay and release

 

 

then search for the Start AR Session node

 

 

and hit enter. Excellent, you just connected two nodes.

 

 

Click the Select Asset dropdown under Session Config and choose the ARSessionConfig asset.

 

 

Right-click anywhere in the EventGraph and create a new Event EndPlay node. 

 

 

Just like we did for the BeginPlay Event, we’re going to drag the execution pin and release, then search for a Stop AR Session node and hit enter.

 

Hit Compile, then Save and return to the Main window.

 

 

create a pawn

At this point, the project still needs a player object. In Unreal, a Pawn represents the user in the game, but in this case it’s going to be the HoloLens 2 experience.

 

Click Add New > Blueprint Class in the Content folder

 

 

Expand the All Classes section at the bottom. Search for DefaultPawn, click Select

 

 

Name it MRPawn, and double-click the asset to open.

 

 

Click Add Component > Camera from the Components panel and name it Camera.

 

 

Make sure that the Camera component is a direct child of the root (CollisionComponent). This allows the player camera to move with the HoloLens 2 device.

 

 

Select CollisionComponent from the Components panel and scroll down to the Collision section of the Details panel.

  • Click the Collision Presets dropdown and change the value to NoCollision.
  • Do the same for the MeshComponent

 

 

Compile and Save the Blueprint, then return to the Main Window

 

 

create a game mode

 

The last puzzle piece of the mixed reality setup is the Game Mode. The Game Mode determines a number of settings for the game or experience, including the default pawn to use.

 

Click Add New > Blueprint Class in the Content folder and select Game Mode Base as the parent class. 

 

 

Name it MRGameMode and double-click to open.

 

 

Go to the Classes section in the Details panel and change the Default Pawn Class to MRPawn

 

 

Hit Compile, then Save and return to the Main window.

 

 

Select Edit > Projects Settings and click Maps & Modes in the left-hand list.

  • Expand Default Modes and change Default Game Mode to MRGameMode.
  • Expand Default Maps and change both EditorStartupMap and GameDefaultMap to Main. When you close and reopen the editor or play the game, the Main map will now be selected by default.

 

<<<< STEP 4 – CREATE A LEVEL        STEP 6 – INTERACTIVity >>>>

 

 

Again  I am taking instructions straight from a section in Microsoft’s Chess Tutorial. But I am just adding in a few extra pictures because I am a visual learner and this really helps me solidify what I’m doing in my head. So some people might find this quite slow and hand holdy, so sorry, maybe the Microsoft pages will be better for you.

https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch2 The whole tutorial is great and recommend you read through it.

So,

CREATE YOUR LEVEL – Select File > New Level 

 

and choose Empty Level. The default scene in the viewport should now be empty.

 

 

CREATE PLAYER START – Select Basic from the Modes tab and drag PlayerStart into the scene.

 

 

Set Location to X = 0Y = 0, and Z = 0 in the Details tab to set the user at the centre of the scene when the app starts up.

 

Viewport with PlayerStart

 

ADD A CUBE – Drag a Cube from the Basic tab into the scene.

  • Set Location to X = 50Y = 0, and Z = 0. to position the cube 50 cm away from the player at start time. (see picture above for where you’ll find Transform settings again)
  • Change Scale to X = 0.2Y = 0.2, and Z = 0.2 to shrink the cube down.

 

 

ADD A LIGHT – Switch to the Lights tab in the Modes panel and drag a Directional Light into the scene. Position the light above PlayerStart so you can see it

 

 

SAVE YOUR FILE – Go to File > Save Current As, name your level Main, and select Save.

With the scene set, press Play in the toolbar to see your cube in action! When you’re finished admiring your work, press Esc to stop the application.

 

 

<<<< STEP 3 – ADDING PLUGINS         STEP 5 – SET UP FOR MIXED REALITY >>>>

 

Adding plugins to your project is pretty straight forward as long as you know what folders you need to copy and where to.

  1. Go to your root project folder and create a Plugins folder if there isn’t one already
  2. Unzip the zip you downloaded for the  UXTools
    1. Navigate to the Plugins folder in the unzipped files. It will be something like >> MixedReality-UXTools-Unreal-public-0.11.x >> UXToolsGame >> Plugins >>
    2. Copy the folders named UXTools  to your project Plugins folder

     

And then the final thing is you need to go into Unreal and enable your plugins. In UE to Edit >> Plugins to bring up the Plugins Editor.

Scroll down to HoloLens and check Enabled

 

Next, ensure All is selected in the top left, and in the top right grey search box, type mixed to bring up all the Mixed Reality Plugins. Click the Enabled checkbox in the Microsoft Mixed Reality Plugins. You will be prompted to restart so go ahead and press the Restart Now button in the bottom right corner.

When you restart Unreal will build the UXTools into the project

 

 

When Unreal restarts the UXTools plugin will be in your Content Browser. If you can’t see them there (and I couldn’t when I first set up my file), you can display them by adjusting the Content Browser View Options. Select >> View Options >> Show Plugin Content. You can also Show C++ Classes, but for now turn everything else off otherwise you’ll have a tonne of folders to sift through.

 

<<<< STEP 2 – FILE SET UP         STEP 4 – CREATE A LEVEL >>>>

 

YOU have everything downloaded, now what?

Launch the Unreal Engine 4.26 from the Epic Games Launcher.

 

In the Select or Create New Project Window, select Games in the New Project Category section and then hit Next

 

 

Next select a Blank Template and then hit Next

 

 

And in the Project Settings Select C++ Project, Scalable 2D or 3D and Mobile/Tablet

Choose a name and where you want to save it.

Then hit Create Project

 

 

<<<< Step 1 SET UP        STEP 3 – ADDING PLUGINS >>>>

I am following the microsoft Chess app tutorial as I do this – adding in screen grabs for extra information for proper nubies, so for the original instructions go to microsoft
https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch1

 

Before starting

 

have the following PROGRAMS installed.

HAVE THE FOLLOWING PLUGINS READY TO INSTALL

Download the following plugins so that you have them ready to copy to your Plugins folder once you have created your project. I’ll remind you later, but to find instructions on how to install plugins, see the Blog post titled Adding Plugins To Your Unreal Project

HAVE THE HOLOLENS 2 TARGET PLATFORM INSTALLED

To do this,

>> go to the Epic Games Launcher

>> click on the Library button at the top of the page

>>click on the arrow button next to launch on the 4.26.1 icon

>> go to options

 

>> scroll down until you get to the Target Platform section and ensure that Hololens 2 is ticked.

>> if it isn’t ticked, tick it and hit the apply button. The download will start for you.

STEP 2 – FILE SET UP >>>>