# 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
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