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Need Help on using physics thrusters to make a vr actor fly

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    [VIVE] Need Help on using physics thrusters to make a vr actor fly

    http://imgur.com/a/WNthj Here is a screenshot of my actor and code. Nothing happens. Literally nothing happens, please help. The code for the right hand is the same as the left hand code.

    #2
    If you are trying to make a flying Pawn, I would simply derive it from Default Pawn which has a flying movement component useful for the purpose. With that, you can apply any sort of movement to it, including a "thrust" in a defined direction.

    This is a very good series of tutorials to learn how this can be done: https://www.youtube.com/playlist?lis...23W5Ra9kbzbIhq

    The use of a Physics Thruster component requires your Pawn to have physics enabled and also a defined mass, which may not be your case.

    Cheers,
    Marco.
    CTO | Head of VR Development - Visit us at http://humanxr.com
    My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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      #3
      Out of curiosity, do you have any changes when you override global gravity set to 0?
      Steve Biegun
      Virtual Design Manager

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        #4
        Setting gravity to zero does not do anything as for using a default pawn i will try that next time I have a chance.

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          #5
          Is the root node of your pawn a mesh? That might help

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            #6
            How can I set the root node to be a mesh rather than a capsule?

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              #7
              If you drag & drop a child element in the hierarchy on top of the root node, you will be presented with the option to make that element the root node.
              CTO | Head of VR Development - Visit us at http://humanxr.com
              My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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