Releases: MOTYSHIZ/HaloCampaignEvolved_UEVR
Release list
v0.4.0 - Two-handed Aiming, Scope improvements, XR layer reticle/navpoints, and more!
First, a big thank you to blindcowboy24!
He provided some great contributions to this release!
- Per-weapon grip offset calibration - This became the basis for the two-handed aim work and got me going on it.
- Over-the-shoulder weapon switching - Nice physical way of switching weapons. Just grip over your right shoulder with your right controller.
- Gesture melee - He made it directional, so that it feels accurate to where you hit, and you don't have to aim the reticle at your target!
What else is new?
Reticles and navpoints are more consistently visible
They are drawn by the VR compositor instead of by the game, so no more blowing out into bloom. They also survive frame-blending and frame-generation solutions, which used to smear them.
Two-handed grip
Bring your off hand to the weapon to grip it two-handed. When your left hand is in position to grip, you will see a "Grip" text prompt over your left controller's position.
zoom only works while two-handed.
Squeezing the left trigger without gripping throws a grenade instead.
Zoom is on the compositor too
Much more accurate, and the reticle inside it is a compositor layer as well, so no bloom there either. Shields and pickups now draw inside the zoom view.
Thumbstick d-pad
Bring a controller near your head and the right thumbstick acts like a d-pad, similar to how Pancreations' MCC VR does it.
Stability
Various stutter and crash fixes.
Known issues
- The scope view can be too bright, and its lighting often does not match the scene around it. Work in progress.
- The scope pane can jump out of place after shooting or reloading. To fix it for now: switch weapons, then toggle the scope off and on again. Also work in progress.
- The Sentinel Beam is held like an ordinary rifle. Some weapons want the support hand somewhere else; a per-weapon offset for the off hand in two-handed aiming is planned.
Install
- Download
HaloCampaignEvolved.zipbelow — leave it zipped. - In the UEVR frontend, click Import Config and pick the zip.
- Launch the game flat, wait at the main menu, then pick
HaloCampaignEvolvedin UEVR and hit Inject.
Needs UEVR nightly-01138 or newer. Your existing settings and calibration carry over — nothing in this release invalidates them. If you would rather install by hand, the manual steps are in the README.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
9F0D2B3A00BD0283F34175DCCC4373D16034A6BFBBF297F30EFB083B8B5E5846
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.3.3...v0.4.0
v0.3.3 - Motion controls fix for runtimes without controller position
If your motion controls weren't working, try 0.3.2 or this build before anything else — a fix for the most likely cause already went out in 0.3.2.
Install
Unchanged from the last release: download HaloCampaignEvolved.zip below, then in the UEVR frontend click Import Config and select the zip. Launch the game flat, wait at the main menu, then select HaloCampaignEvolved in UEVR and click Inject. Needs UEVR nightly-01138 or newer. Full steps, including the manual-install path, are in the README.
Your settings and calibration carry over — nothing in this release invalidates them.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
42C28FFB2C161BF5376A2A84D20DC07131F16287AAB32A9F96279B4EF9852B55
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.3.2...v0.3.3
v0.3.2 - Performance and aim resolve speed update
Hopefully this reduces a good amount of hitches! Missed some in my last performance pass.
Also, the aim should no longer be jittery at the beginning of a session.
Install
Unchanged from the last release: download HaloCampaignEvolved.zip below, then in the UEVR frontend click Import Config and select the zip. Launch the game flat, wait at the main menu, then select HaloCampaignEvolved in UEVR and click Inject. Needs UEVR nightly-01138 or newer. Full steps, including the manual-install path, are in the README.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
DA20AB16F849630C3A95BBE5876C18D9471F20FB1C609267FA76A35F1529AD42
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.3.1...v0.3.2
v0.3.1 - 8/17 Update Fix
Had to adjust memory search solution even further to make it work in the 8/17 update. Hopefully this works!
Thanks to Snorlax8myFood for the log and report that lead to this fix.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
C73811BE8D4A91649296F4DDB267506C30421C974DA43DA298C6C701D7696A8A
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.3.0...v0.3.1
v0.3.0 — Platform Consistency, Audio Fix, In-game settings, Periodic-stutter fixes, Weapon scope preview
Lots of changes in this release! The biggest two: platform consistency and fixing head un-leashing.
Survives game updates, and hopefully other stores
The mod used to depend on an address measured from one specific build of the game — correct right up until that build changed, then silently wrong for everyone at once. It now finds what it needs by pattern rather than by position, and switches aim writing off with a clear log line if it ever can't.
Steam patched the game during development and this release kept working untouched. 0.2 is probably broken in some ways now due to the update. Game Pass probably ships a different build: that is untested — nobody here has it — but nothing in the mod stands in the way any more. Reports welcome either way.
It may take slightly longer now for your reticle to stabilize when entering a mission for the first time in a session. I have to look into ways of speeding this up.
Head un-leashing — for anyone who feels the 6DoF is missing
By default your viewpoint is pinned to the game's camera, so physically leaning or stepping doesn't move where you're looking from. A few people have said this makes the game feel like it has no 6DoF, and that's a fair description of what it is. Setting hmdleash=0 in halo_vr_user.cfg genuinely unleashes your head and gives you real positional tracking.
There used to be more issues with this, like shots being way off from the reticle, and the arms not moving with you when you move away from your legs. A good amount has improved for it, but this is still an intermediate measure rather than a finished feature, and the handling around it isn't complete.
Expect issues:
- You can walk away from your own legs. The game's player doesn't move when you do, so your view can end up somewhere your character isn't.
- Your shots still come from where your character is standing. They can be occluded by cover you have physically leaned past — you'll see a clear line to a target and the round will hit the wall your legs are still behind. The further you stray from your body, the more this bites, so try not to.
- Expect to reset your play area semi-regularly to bring everything back into alignment.
- The scope does not hold up in this configuration. The reticle does not stay centred in the lens once your eye and the shot origin have separated.
Leave hmdleash=1 if none of that appeals — it stays the default for a reason.
What else is new?
Weapon scope — a preview, not a finished feature
It's kinda usable, but has one big issue: various fx do not show through it. Shields not showing in particular are a big problem, and I need to hunt that down. It also does the same thing for every weapon. That means we don't have a separate zoom setting for snipers, and it's mainly been positioned to work with the magnum.
Left trigger raises a magnified lens on the gun, aimed down the ray the weapon actually points along. It is on by default because what it replaces is nothing: left trigger previously did essentially nothing on foot. scope=0 turns it off and gives the trigger back to the game.
In-game settings menus
Open the UEVR overlay (Insert, or both thumbsticks) and find them under Script UI:
- Halo VR User Settings — every player setting, grouped, with its documentation as tooltips and overridden values marked. Saves to
halo_vr_user.cfgand applies live in about two seconds. I do not know what happens if you edit the cfg directly and then mess with it in UEVR menu. - Halo VR Calibration — both calibration gestures as buttons. Though the keyboard way is still much easier honestly. I just wanted to try this out and might improve it in the future.
- Halo VR DEV Settings — research knobs, behind a warning. Honestly, don't touch this unless you really know what you're doing.
Fixed broken controls and visible t-posed arms at the start of the game!
It used to seem like the mod wasn't working at the beginning of a game until you got the magnum. Now the proper controls are applied, and the hands are properly hidden in the beginning.
Objective and waypoint markers are now accurate
They were positioned against the game's flat view, which the mod steers with your hand, so they drifted with your aim. They are now drawn in world space. Nicest one to me is having a way to track co-op partners through walls again.
They are just icons for now though. They don't contain distance info. Using live widgets had some challenges, so I figured I'd do the next best thing. I may need to add a transparency parameter for them though. I think the objective waypoints can get in the way a little currently.
Sound follows your head
Positional audio was spatialized against the game's camera rather than your headset, so turning your head left the sound field behind. The listener now rides your head, and stands down in vehicles and cutscenes where the game's camera is what you see.
World objects stop vanishing when you aim away
The game decides what stays loaded partly from where your aim points rather than from where you are looking. With motion controls those are no longer the same thing, so sweeping your hand away from something could make it disappear while it was still right in front of your eyes.
The proper fix is to key those calculations to the headset instead of the aim. That proved genuinely difficult — the engine's own head-based relevancy settings were tried and simply do not govern this — so for now it is solved bluntly: the distance at which things are culled is raised far enough that what you would notice stays loaded.
The default is culldist=40000, which is 400 metres. Add that line to halo_vr_user.cfg to change it: raise it if you still see things pop out, lower it to claw back performance. It is worth knowing this is the one setting here with a real frame-time cost, since nothing inside that radius is distance-culled any more. cullfix=0 turns the override off entirely, and a restart then returns the game to its stock behaviour.
Note that neither key is listed in halo_vr_user_reference.txt — the catalog of player settings — so do not go hunting for them there. Type the line in yourself and it works exactly the same; the mod reads any key from any of its config files. They will be added to the catalog properly next release.
Not fixed by this: creatures and animations that freeze when you aim away from them. That is the same aim-keyed system on a different axis, and it is still being worked on.
Vehicles hand the camera over immediately
On boarding instead of after three quarters of a second of your hand still swinging the view.
Performance
Seven fixes, from two independent passes over the same code. If you felt a regular stutter every couple of seconds, this is that.
Three were found and fixed by @blindcowboy24 — measured rather than guessed, in the first direct outside code contribution this mod has had. The config files were re-read from disk every ~60 ticks forever: normally imperceptible, but 143.9 ms when the disk was busy. Two full-object scans rebuilt a text string for every one of ~296,000 objects, going from 83.9 ms to 29.8 ms and from 78.5 ms to 21.4 ms. Worst plugin stall during play dropped from 84 ms to 27 ms.
Four more came out of reviewing that work. Two further scans could repeat forever if what they looked for was never found — the shape of bug that collapses a frame rate the day a game patch renames something — and now ration themselves and give up with a log line. A diagnostic left running on the render path is gone from release builds, and the reticle's per-frame trace no longer allocates memory every tick.
⚠️ Before you update — your settings move
Save your halo_vr.cfg first if you edited it. Until now that was the file you changed settings in. It now ships with the mod and carries only the weapon calibration, so the update overwrites it and any edits you made there are lost.
Copy the lines you changed out of it before updating, then paste them into halo_vr_user.cfg afterwards. That file is yours: updates never touch it, and deleting it resets everything to the built-in defaults. Every setting name is unchanged, so a copied line works as-is. The full catalog with every default is halo_vr_user_reference.txt next to it — or just use the new in-game menu.
Distance settings are now centimetres, not metres
Matching Unreal's own world unit. If you carried any of these over, multiply by 100:
| Key | Old (metres) | New (centimetres) |
|---|---|---|
hmdleashlat |
0.30 |
30 |
hmdleashvert |
0.25 |
25 |
cuthintdist |
1.8 |
180 |
cuthintdrop |
0.75 |
75 |
cuthintw |
1.1 |
110 |
You are unlikely to be bitten even if you forget: a value implausible as centimetres is recognised as an old metres value, scaled, and reported once in the log. Read literally, hmdleashlat=0.30 would mean a 0.3 cm bubble — a harder leash than intended, which would present as "the setting does nothing" rather than as a wrong number.
Install
Unzip into %APPDATA%\UnrealVRMod\HaloCampaignEvolved\, then inject with UEVR at the main menu. Mid-mission injection is unreliable. See the README for the full setup and the known-issues list.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
334CDA58992E8CD2B8664017103700C0A160496983AD495BF3C4E22A8BEEAA31
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.2.0...v0.3.0
v0.2 — The Aim Overhaul
Halo: Campaign Evolved VR — v0.2
Aim has been overhauled to be 1 to 1 in VR, no more interpolating the aim through simulated stick input. Works in co-op too! I verified it as I built by getting an extra copy of the game and running it on another PC as the host.
Many bug fixes as well.
This one was a doozy.
Had to do some recalling of an old Halo Reach networking GDC talk to sus out exactly where to overwrite aim input.
https://www.youtube.com/watch?v=h47zZrqjgLc
Aiming
- True 1:1 motion aim. The mod now writes Halo's own aim state directly, upstream of the game's
aim acceleration, deadzone, and aim-assist. Where you point is where it goes — crisp when you hold
still, no slew lag on big sweeps. - Co-op aim that replicates. Your aim is now the value the game sends to the host, so teammates
see you pointing where you're actually pointing (host-verified). - Your view stays put while you aim. Aiming no longer drags your head around; the gun moves, the
camera holds still. Turn your body with snap or smooth turn on the right stick.
The reticle
- World-space reticle that sits on the target. The crosshair is now placed on the actual surface
you're aiming at (line-traced), so it agrees with where your shots land no matter how you move your
head. The old fixed-distance reticle drifted whenever you leaned or stepped — that's gone. - Tunable draw-distance cap, surface stand-off (so it doesn't clip into walls), and size-with-distance
scaling; it uses a collision channel that matches where bullets actually stop, and it ignores your
own arms and weapon so a reload can't catch it. - Exposure-matched crosshair colour, and the game's flat HUD crosshair is kept hidden — including
across mission loads, where it used to reappear as a second reticle.
Comfort & room-scale
- Head-translation leash. Physically leaning or stepping sideways no longer pulls your aim off:
the mod keeps your eye position from diverging from where the game thinks you are, which is what
kept shots honest with the new traced reticle. Fully tunable, and can be turned off.
Vehicles & cutscenes
- Motion aim correctly stands down in vehicle seats, turrets, and cutscenes (the game binds its chase
camera to aim there); the sticks behave like a gamepad's, and everything re-anchors when you get
out. - Hold either controller grip to hard-brake while seated.
Calibration
- Two adjacent keys: End aligns the weapon to your hand, Page Down aligns aim to where you
point. Both now persist correctly across level loads, respawns, and mission restarts. - Calibration is far more robust: it pins the geometry it was fitted against, so your fit no longer
drifts when you swap weapons or reload a level. - Removed a bug where opening the pause menu could silently recalibrate you — calibration is now a
deliberate keypress only.
Under the hood
- All diagnostic and memory-scanning tooling is compiled out of the release build, so there are no
hidden per-frame costs — frame-time stability is a hard requirement in VR. - Substantial movement-frame, view-lock, and stereo-frame fixes throughout.
Install (first time)
- Install UEVR nightly-01138
and runUEVRInjector.exeonce so it creates its folders. Older UEVR builds render this game's
scene black. - Download
HaloCampaignEvolved.zipbelow. - In the UEVR frontend, click Import Config and select the zip.
- Launch the game flat and wait at the main menu.
- Select
HaloCampaignEvolvedand click Inject. Inject at the main menu only — mid-mission
injection tends to hang or render badly.
Full controls and the calibration guide are in the
README.
Updating from 0.1.x — please start from an empty profile folder
Delete or back up your previous folder and run the install steps from #2.
folder. 0.2 changed how aiming and calibration work, and leftover files from 0.1.x override the new
defaults rather than being replaced by them — so importing over an old profile gives you 0.2's code
running on 0.1.x's settings, which is not a setup we've tested and will aim badly.
halo_vr.cfg is the critical one. A 0.1.x halo_vr.cfg is tuned for the old aim — the one that
steered the gamepad stick — and those values are actively wrong for 0.2's direct drive. It also
predates the keys 0.2 needs. Carrying an old one over is the single most likely way to end up with
aiming that feels broken. config.txt matters too: UEVR merges that file rather than replacing it,
so old VR settings — including turning and movement options that 0.2 now handles itself — quietly
survive an import.
Sorry for the inconvenience if you've tuned things; it's a one-time cost of the aim rework.
Once you're in, play a little before changing anything — 0.2's shipped calibration is much better
than 0.1.x's and is worth trying as-is. Then calibrate for yourself: End aligns the weapon to your
hand, Page Down aligns aim to where you point.
Don't copy any of the old files back — not halo_vr.cfg, not config.txt, and not your old
calibration halo_vr_calib.cfg. Those are exactly what this step exists to replace. 0.2 reworked
aiming and calibration enough that a 0.1.x calibration no longer describes the same thing, and it
would override the new shipped one. Play on the shipped calibration first, then make your own with
End and Page Down — it takes a few seconds.
If there were specific values you'd tuned in halo_vr.cfg, open the old file, note them, and set them
again by hand in the new one. It's re-read while you play (~2 s), so you can retune without restarting.
Recalibrating won't be needed for every update, but we can't promise you'll never have to again —
planned work like per-weapon calibration would change what's stored. Whenever an update does need a
clean profile or a fresh calibration, its release notes will say so up front, as this one does.
Your SteamVR controller bindings also lived in that folder; UEVR regenerates defaults. If buttons come
out wrong, you're on the OpenVR runtime — see the README's Runtime section, OpenXR fixes it.
Requires UEVR nightly-01138.
Older builds render this game's scene black.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
29EF7E028865B4D9EEE75365B0B272FC1BDEF08ABC828A5E402FA909471C3689
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.1.6...v0.2.0
v0.1.6 - Crosshair between map loads and color fixes
What Changed
Halo's crosshair has its color back. The world-space reticule has always hosted the game's own crosshair — that's what keeps the hit marker working — but it rendered as a near-black smudge, which is why the mod shipped a colored ring alongside it just so you had something to aim with.
The cause turned out to have nothing to do with the crosshair. An unlit widget's output is still multiplied by the scene's pre-exposure before tonemapping, and in a bright exterior that's roughly a hundredfold reduction — so Halo's authored cyan arrived on screen as black. Nothing about drawing a color hints that the renderer is about to divide it by a hundred. The mod now multiplies it back up before it's drawn, and the crosshair shows the colors the game intended, hit marker included.
The blue ring stays on. It started as a visibility crutch for exactly this problem, so the obvious move was to retire it now that the crosshair works — but playing with both says otherwise. They read differently at distance, and the ring marks the true aim point unambiguously in a busy firefight, so it earns its place alongside the crosshair rather than standing in for it. Its color, size and distance are tunable as before, and aimmesh=0 turns it off live if you'd rather have only the game's crosshair.
Your crosshair survives a checkpoint reload. Hosting the game's crosshair takes it off the flat HUD, and reloading a checkpoint rebuilds that HUD without restarting the level. The mod kept pointing at the widget that no longer existed, so you'd get a frozen crosshair floating in the world while the live one sat back on the flat HUD behind it. It now notices and re-binds.
Known behaviour
The crosshair's brightness still varies with the scene. The correction is a fixed multiplier while the game's auto-exposure is not fixed, so the crosshair reads brighter in dark areas and dimmer in bright ones. It's legible throughout in testing, but if it's dim for your display or your taste, raise aimwidgetgain in halo_vr.cfg — it's re-read while you play, so you can sit in the spot that bothers you and dial it in until it looks right. Lower it if it blows out.
A proper fix — a material that tracks the exposure per frame instead of guessing — is understood and is being worked on. It isn't in this release because the version tested here crashed the game's renderer, and a crash in VR is worse than a dim crosshair.
Credits
elliotttate identified the pre-exposure mechanism behind the dark crosshair. Naming the cause is the hard part of a bug like this — the fix took an afternoon once it had a name, and this release is a direct result. He's running his own independent Halo: Campaign Evolved VR project, HaloCampaignEvolved-UEVR, in parallel with this one; it's worth a look in its own right.
Install
- Install UEVR nightly-01138 and run
UEVRInjector.exeonce so it creates its folders. Older builds will not render this game. - Download
HaloCampaignEvolved.zipbelow. - In the UEVR frontend, click Import Config and select the zip.
- Launch the game flat and wait at the main menu.
- Select
HaloCampaignEvolvedand click Inject.
Inject at the main menu only — mid-mission injection tends to hang or render badly.
Full instructions, the control layout and the calibration guide are in the
README.
Update
Download HaloCampaignEvolved.zip below and use Import Config in the UEVR frontend, exactly as you would for a fresh install. It merges into your existing profile, so there's nothing to delete or uninstall first.
Your calibration is safe — it lives in its own file that the download doesn't contain, so importing leaves it untouched.
If you've hand-edited halo_vr.cfg — snap turn angle, aim tuning, anything — importing replaces that file, so note what you want to keep and paste it back afterwards. It's re-read while you play, so you don't need to restart to put your settings back.
Requires UEVR nightly-01138. Older builds render this game's scene black.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
988B0F6ABB448C1E3A12D315C475A9EB39D0AFA4DFC9A1F2BA77B405B4E5B72C
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.1.5...v0.1.6
v0.1.5 - Vehicle reticle
What Changed
Vehicles are mostly playable. Halo ties the vehicle chase camera to where you're aiming, so with motion-controller aim the camera swung around with your hand every time you moved it — enough to make driving unusable. Now, whenever the game takes your first-person weapon away — any vehicle seat, and cutscenes too — the mod steps back and your controllers behave like a gamepad: right stick aims and swings the camera, left stick drives. Your head still looks around freely. When you get out, motion aim comes straight back, calibration intact.
Do bear in mind that there is no working aim reticle/crosshair while in vehicles yet.
Additionally, there is a bit of a camera snap when you enter the vehicle and you may have to turn your head to see it.
- Hard brake on either grip. Squeeze either controller's grip while you're in a vehicle to hard brake. The quick-turn handbrake is unchanged — that's still the left trigger, exactly as the game does it.
New in v0.1.5
The world-space reticule now works in vehicles and turrets, where it previously wasn't shown at all. It marks where the vehicle's own guns are pointing — not where your hand is — so it's usable from the driver's seat, a Warthog turret, or anything else you climb into.
It has its own distance and size while you're seated, separate from your infantry reticule, so tuning one never disturbs the other: aimreticuledistveh sets how far out it sits and aimreticulescaleveh sets its size as a fraction of your on-foot one. Both are re-read while you play, so you can dial them in from the gunner's seat.
Controls in vehicles and turrets
Getting into any vehicle seat or mounted turret switches the mod to classic gamepad controls, and motion aim steps aside until you get out. Your head still looks around freely, and motion aim comes back on its own — calibration intact — the moment you're back on foot.
| Input | Action |
|---|---|
| Right stick | Aim and swing the camera (the game's own vehicle look) |
| Left stick | Drive — throttle and steering |
| Either grip | Hard brake |
| Right A | Hard brake (the game's own binding — grip does the same thing) |
| Left trigger (hold) | Handbrake — the sharp, quick turn |
| Right trigger | Fire |
| Head | Free look, as always |
The world-space reticule follows the vehicle's aim while you're seated, so it shows where the guns are pointing rather than where your hand is.
Motion aim, snap turn and the VR-specific button remaps all stand down while you're seated, so every other button does exactly what the game's normal gamepad layout does. Your on-foot controls are unchanged — they're in the README.
Vehicle behaviour is tunable in halo_vr.cfg (stickmode, stickforce, stickon/stickoff, brake, brakemode) and, like the rest of that file, changes apply while you play.
Install
- Install UEVR nightly-01138 and run
UEVRInjector.exeonce so it creates its folders. Older builds will not render this game. - Download
HaloCampaignEvolved.zipbelow. - In the UEVR frontend, click Import Config and select the zip.
- Launch the game flat and wait at the main menu.
- Select
HaloCampaignEvolvedand click Inject.
Inject at the main menu only — mid-mission injection tends to hang or render badly.
Full instructions, the control layout and the calibration guide are in the
README.
Update
Download HaloCampaignEvolved.zip below and use Import Config in the UEVR frontend, exactly as you would for a fresh install. It merges into your existing profile, so there's nothing to delete or uninstall first.
Your calibration is safe — it lives in its own file that the download doesn't contain, so importing leaves it untouched.
If you've hand-edited halo_vr.cfg — snap turn angle, aim tuning, anything — importing replaces that file, so note what you want to keep and paste it back afterwards. It's re-read while you play, so you don't need to restart to put your settings back.
Requires UEVR nightly-01138. Older builds render this game's scene black.
Known behaviour
The mod works out that you're seated by noticing your first-person weapon is gone, which is also true during cutscenes — so the sticks fall back to gamepad control there as well, and a grip squeeze counts as a button press. If a vehicle seat is ever missed, set stickforce=1 in halo_vr.cfg to force gamepad control on, and 0 to go back to automatic — it takes effect without restarting.
Please open an issue if you find a seat that isn't detected, or a vehicle where the controls feel wrong.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
0DA423B6AA75B39D7271008311C4F6E6909893407079670B0B99E71720E6B522
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.1.4...v0.1.5
v0.1.4
What Changed
Vehicles are mostly playable. Halo ties the vehicle chase camera to where you're aiming, so with motion-controller aim the camera swung around with your hand every time you moved it — enough to make driving unusable. Now, whenever the game takes your first-person weapon away — any vehicle seat, and cutscenes too — the mod steps back and your controllers behave like a gamepad: right stick aims and swings the camera, left stick drives. Your head still looks around freely. When you get out, motion aim comes straight back, calibration intact.
Do bear in mind that there is no working aim reticle/crosshair while in vehicles yet.
Additionally, there is a bit of a camera snap when you enter the vehicle and you may have to turn your head to see it.
- Hard brake on either grip. Squeeze either controller's grip while you're in a vehicle to hard brake. The quick-turn handbrake is unchanged — that's still the left trigger, exactly as the game does it.
Fixed since v0.1.3
Loading a checkpoint that starts you already in a vehicle left the controls in menu mode — buttons acted as if a UI was open, and there was no way to get out of the vehicle without reaching for a keyboard. If you installed v0.1.3, this is worth updating for.
Controls in vehicles and turrets
Getting into any vehicle seat or mounted turret switches the mod to classic gamepad controls, and motion aim steps aside until you get out. Your head still looks around freely, and motion aim comes back on its own — calibration intact — the moment you're back on foot.
| Input | Action |
|---|---|
| Right stick | Aim and swing the camera (the game's own vehicle look) |
| Left stick | Drive — throttle and steering |
| Either grip | Hard brake |
| Right A | Hard brake (the game's own binding — grip does the same thing) |
| Left trigger (hold) | Handbrake — the sharp, quick turn |
| Right trigger | Fire |
| Head | Free look, as always |
Motion aim, snap turn and the VR-specific button remaps all stand down while you're seated, so every other button does exactly what the game's normal gamepad layout does. Your on-foot controls are unchanged — they're in the README.
Vehicle behaviour is tunable in halo_vr.cfg (stickmode, stickforce, stickon/stickoff, brake, brakemode) and, like the rest of that file, changes apply while you play.
Install
- Install UEVR nightly-01138 and run
UEVRInjector.exeonce so it creates its folders. Older builds will not render this game. - Download
HaloCampaignEvolved.zipbelow. - In the UEVR frontend, click Import Config and select the zip.
- Launch the game flat and wait at the main menu.
- Select
HaloCampaignEvolvedand click Inject.
Inject at the main menu only — mid-mission injection tends to hang or render badly.
Full instructions, the control layout and the calibration guide are in the
README.
Update
Download HaloCampaignEvolved.zip below and use Import Config in the UEVR frontend, exactly as you would for a fresh install. It merges into your existing profile, so there's nothing to delete or uninstall first.
Your calibration is safe — it lives in its own file that the download doesn't contain, so importing leaves it untouched.
If you've hand-edited halo_vr.cfg — snap turn angle, aim tuning, anything — importing replaces that file, so note what you want to keep and paste it back afterwards. It's re-read while you play, so you don't need to restart to put your settings back.
Requires UEVR nightly-01138. Older builds render this game's scene black.
Known behaviour
The mod works out that you're seated by noticing your first-person weapon is gone, which is also true during cutscenes — so the sticks fall back to gamepad control there as well, and a grip squeeze counts as a button press. If a vehicle seat is ever missed, set stickforce=1 in halo_vr.cfg to force gamepad control on, and 0 to go back to automatic — it takes effect without restarting.
Please open an issue if you find a seat that isn't detected, or a vehicle where the controls feel wrong.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
0E387FA4F4E666CC310C198916635336D383E305C57111E37DFCC6FEA940E2E7
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.1.3...v0.1.4
v0.1.3 - Vehicles
FIXED IN v0.1.4 — please use that release instead.
Loading into a checkpoint that starts you in a vehicle left the controls in menu mode, and you had to reach for a keyboard to get out.
## What Changed
Vehicles are playable. Halo ties the vehicle chase camera to where you're aiming, so with motion-controller aim the camera swung around with your hand every time you moved it — enough to make driving unusable. Now, whenever the game takes your first-person weapon away — any vehicle seat, and cutscenes too — the mod steps back and your controllers behave like a gamepad: right stick aims and swings the camera, left stick drives. Your head still looks around freely. When you get out, motion aim comes straight back, calibration intact.
- Hard brake on either grip. Squeeze either controller's grip while you're in a vehicle to hard brake. The quick-turn handbrake is unchanged — that's still the left trigger, exactly as the game does it.
Controls in vehicles and turrets
Getting into any vehicle seat or mounted turret switches the mod to classic gamepad controls, and motion aim steps aside until you get out. Your head still looks around freely, and motion aim comes back on its own — calibration intact — the moment you're back on foot.
| Input | Action |
|---|---|
| Right stick | Aim and swing the camera (the game's own vehicle look) |
| Left stick | Drive — throttle and steering |
| Either grip | Hard brake |
| Right A | Hard brake (the game's own binding — grip does the same thing) |
| Left trigger (hold) | Handbrake — the sharp, quick turn |
| Right trigger | Fire |
| Head | Free look, as always |
Motion aim, snap turn and the VR-specific button remaps all stand down while you're seated, so every other button does exactly what the game's normal gamepad layout does. Your on-foot controls are unchanged — they're in the README.
Vehicle behaviour is tunable in halo_vr.cfg (stickmode, stickforce, stickon/stickoff, brake, brakemode) and, like the rest of that file, changes apply while you play.
Install
- Install UEVR nightly-01138 and run
UEVRInjector.exeonce so it creates its folders. Older builds will not render this game. - Download
HaloCampaignEvolved.zipbelow. - In the UEVR frontend, click Import Config and select the zip.
- Launch the game flat and wait at the main menu.
- Select
HaloCampaignEvolvedand click Inject.
Inject at the main menu only — mid-mission injection tends to hang or render badly.
Full instructions, the control layout and the calibration guide are in the
README.
Update
Download HaloCampaignEvolved.zip below and use Import Config in the UEVR frontend, exactly as you would for a fresh install. It merges into your existing profile, so there's nothing to delete or uninstall first.
Your calibration is safe — it lives in its own file that the download doesn't contain, so importing leaves it untouched.
If you've hand-edited halo_vr.cfg — snap turn angle, aim tuning, anything — importing replaces that file, so note what you want to keep and paste it back afterwards. It's re-read while you play, so you don't need to restart to put your settings back.
Requires UEVR nightly-01138. Older builds render this game's scene black.
Known behaviour
The mod works out that you're seated by noticing your first-person weapon is gone, which is also true during cutscenes — so the sticks fall back to gamepad control there as well, and a grip squeeze counts as a button press. If a vehicle seat is ever missed, set stickforce=1 in halo_vr.cfg to force gamepad control on, and 0 to go back to automatic — it takes effect without restarting.
Please open an issue if you find a seat that isn't detected, or a vehicle where the controls feel wrong.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
92B687298E132891E38637B89FA780CB613FE589047179519F080FFF66CEA5B2
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.1.2...v0.1.3