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Moving platform in VR inherit velocity issue

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    Moving platform in VR inherit velocity issue

    Currently implementing a shooting mechanic where the player is shooting from a moving platform and I'm having issues with the projectiles not firing in front of the player most of the time. Has anyone ever run into this issue? I found a Youtube tutorial where someone referenced TRIBES in the way they set up their inherit velocity but for some reason it isn't working on my end.

    #2
    How do you define the spawning point of your projectile? If your VR Pawn moves along with the platform and the spawning point is a child of the pawn's root component, your projectile should fire from the right position all the times.
    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
      I have the spawn point as a child of the gun, which is a child of my motion controller, which is a child of the root. I also get the world transform of my spawn point and feed it into the spawn transform of the "spawnActor" node. For some reason when I shoot directly in front of me the projectile shoots straight up. I used the tutorial I mentioned earlier and used "event Tick" instead of "event begin play" and it somewhat solved my issue, but it doesn't always fire the projectile from the exact spot, sometimes it fires a little above or below it.

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        #4
        Originally posted by Corweee View Post
        I have the spawn point as a child of the gun, which is a child of my motion controller, which is a child of the root. I also get the world transform of my spawn point and feed it into the spawn transform of the "spawnActor" node. For some reason when I shoot directly in front of me the projectile shoots straight up. I used the tutorial I mentioned earlier and used "event Tick" instead of "event begin play" and it somewhat solved my issue, but it doesn't always fire the projectile from the exact spot, sometimes it fires a little above or below it.
        Sounds more like an issue with collisions at the spawn point. Display your collisions and make sure the projectile is spawned in a collision free area and that there are no parts of your pawn along its trajectory.
        CTO | Head of VR Development - Visit us at http://humanxr.com
        My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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          #5
          I thought the same thing, but I looked through the scene with show collisions on and there isn't anything in front of the player.

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            #6
            Originally posted by Corweee View Post
            I thought the same thing, but I looked through the scene with show collisions on and there isn't anything in front of the player.
            Is your pawn using the Character Movement Component? Is it shooting in the direction of movement or orthogonal to it? Are you able to reproduce the issue on a smaller project to look at?
            CTO | Head of VR Development - Visit us at http://humanxr.com
            My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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