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how to make VR weapons or hands not pass through objects. When in use?

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    how to make VR weapons or hands not pass through objects. When in use?

    Just recently I have seen vr clips of games that stop the hands passing through walls and world objects or other players .
    And I have also seen the held weapons not passing through walls and peoples bodies , like wacking a gun on another players head or a table.

    what would be the best way to do this?
    https://www.artstation.com/artist/alphawolf
    https://www.minds.com/AlphaWolF_uk
    https://www.bitchute.com/channel/l4M3sJTXAM4p/

    #2
    Rather than using actor/component attach nodes, you would use a set location/rotation and turn on the sweep option. Or you would use vinterp and rinterp so the grabbed object can't teleport its physics through anything. It's been about a year since I've focused on anything high-intensity though (like combat, swinging swords, w/e).

    There's definitely a ton of fun math that you'll be delving into to keep proper offsets and movement feel. The best challenge is getting two-handed weapons to not spin on a gimbal lock over the top and bottom of the Y axis. Learned everything I know about vector math from smooshing my head into that (well, I got a good head start on my future projects because of that anyways).
    Last edited by NotSoAccurateNo1; 11-08-2018, 03:41 AM.

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      #3
      You should investigate using this superb open source and free plugin to do what you want and more.
      https://forums.unrealengine.com/deve...pansion-plugin

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        #4
        Originally posted by IslandPlaya View Post
        You should investigate using this superb open source and free plugin to do what you want and more.
        https://forums.unrealengine.com/deve...pansion-plugin
        Originally posted by AlphaWolF View Post
        Just recently I have seen vr clips of games that stop the hands passing through walls and world objects or other players .
        And I have also seen the held weapons not passing through walls and peoples bodies , like wacking a gun on another players head or a table.

        what would be the best way to do this?
        While I do have complex physics grips in that plugin, you can do mostly the same thing with a PhysicsHandleComponent, just minus some special features. So if you already have a project that is ongoing then using a physics handle component is likely your best bet.


        Consider supporting me on patreon

        My Open source tools and plugins
        Advanced Sessions Plugin
        VR Expansion Plugin

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          #5
          Thanks for dropping in mordentral

          I just tried out your demo, and the way you handled object collision with held items is exactly what I want.
          Unfortunately I ran in to compiler problems when trying to set it up.
          Is there a simple blueprint version I could download?

          As for the physics handle component , I think I have already used this on a lantern I made , to make it swing , and that seemed to collide with the gun in my other hand. so I think I know what You mean
          Last edited by AlphaWolF; 11-10-2018, 07:57 AM.
          https://www.artstation.com/artist/alphawolf
          https://www.minds.com/AlphaWolF_uk
          https://www.bitchute.com/channel/l4M3sJTXAM4p/

          Comment


            #6
            Physics handle component is what you are looking for. Easy to use, gets the job done

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