# OVR Unreal Plugin Setup Checklist ## Initial Project Setup - [ ] Create new Unreal Engine project with First Person template - [ ] Set project type to C++ (not Blueprint only) - [ ] Open the project and verify it loads correctly ## Plugin Installation - [ ] Open Content Drawer and right-click any folder - [ ] Select "Show in Explorer" to navigate to project folder - [ ] Navigate to project root directory - [ ] Create new folder named `Plugins` (capital P) - [ ] Add OVR plugin to the Plugins folder (junction or copy) - [ ] Restart Unreal Engine - [ ] Go to Edit > Plugins and search for "OVR" - [ ] Verify OVR AOS plugin is enabled ## Character Setup - Olfactory Detection - [ ] Open Content Drawer - [ ] Navigate to first person character blueprint (BP_FirstPersonCharacter) - [ ] Open the character blueprint - [ ] Click "Add Component" - [ ] Search for "Olfactory Epithelium" and add it - [ ] Drag Olfactory Epithelium onto Camera component (make it a child) - [ ] Set Olfactory Epithelium transform to (0, 0, 0) to zero it out - [ ] Compile and save blueprint ## Odor Assets Setup - [ ] In Content folder, create new folder called `OdorSources` - [ ] Import/copy odor assets (citrus, earthy, floral, fresh, green, etc.) - [ ] Verify all odor assets are in the folder ## Create Odor Source Blueprint - [ ] In Content folder, create new folder called `BP_OdorSources` - [ ] Right-click in folder > Blueprint Class > Actor - [ ] Name it `BP_FloralTest` (or desired scent name) - [ ] Open the blueprint ## Configure Odor Source Blueprint - [ ] Add Sphere component (for visualization) - [ ] Click "Add Component" and search for "Odorant" - [ ] Add Odorant Component - [ ] Select Odorant Component in hierarchy ## Attenuation Settings - [ ] Enable "Override Attenuation" checkbox - [ ] Enable "Enable Intensity Attenuation" checkbox - [ ] Set Attenuation Shape to "Sphere" - [ ] Set falloff type to "Linear" - [ ] Adjust Inner Radius to match sphere size - [ ] Set falloff distance to max (or desired range) ## Assign Odor Asset - [ ] In Odorant Component details, find "OVR Essential Odor Asset" - [ ] Click dropdown and select desired odor (e.g., Floral) - [ ] Compile and save blueprint ## Place Odor Source in Level - [ ] Go back to main level/map - [ ] Open Content Drawer - [ ] Drag BP_FloralTest (or your odor source) into the level - [ ] Position and lift it to desired location - [ ] Click on it to visualize attenuation sphere (blue/gray zones) ## Connection Manager Setup - [ ] Navigate to Plugins > OVROS Content > BP - [ ] Find `BP_OVR_Connection_Manager` - [ ] Drag Connection Manager into the level ## Bluetooth Connection Code - [ ] Open Character blueprint (BP_FirstPersonCharacter) - [ ] Find or create "Event Begin Play" node - [ ] Add connection logic to scan for ION device - [ ] Add logic to connect when ION device is found - [ ] Compile and save ## Testing Setup (Optional) - [ ] Open Project Settings or Connection Manager - [ ] Find "OVR Debugging" section - [ ] Enable "Connection Manager Debug Logging" - [ ] Open Output Log window - [ ] Dock Output Log for visibility - [ ] Clear log before testing ## Final Testing - [ ] Press Play to run in editor - [ ] Approach the odor source actor - [ ] Check Output Log for debug messages - [ ] Verify commands are being sent - [ ] If hardware connected, test with CoolTerm or actual device - [ ] Verify scent activation at proper distances ## Notes - Blue zone = scent detection starts - Gray zone = maximum intensity - Works similar to audio attenuation system ---