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[NSFW] Need help having VR hand to not clip into breast and interact with its its physics assets

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    [NSFW] Need help having VR hand to not clip into breast and interact with its its physics assets

    Hey guys,

    Really stuck on this issue, and hope someone out here can help. I'm trying to get my VR hands to realistically collide with breasts on a skeletal mesh (VR hand doesn't clip into the mesh, and the player's able to grab the breast without causing the physics freak out)

    This feature was functional in the previous iteration of the
    project, but the original programmer went MIA, so I'm reverse engineering the work he did so I can get it to work again.


    The breast. and skeletal mesh in general, have the appropriate collision spheres and constraints. I've recreated the relevant work from the previous programmer's motion controller on to my version of the BP_MotionController in order to recreate this interaction, but I'm encountering several issues.

    For starters, when initialing my hand mesh here at event begin:


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    The game will crash when I activate simulate physics (this is the error [ProjectReportCopy.txt] I get in the log before the crash):


    "[2020.02.06-08.19.10:758][177]PIE: Warning: Invalid Simulate Options: Body (BP_MotionController_C_0.HandMesh male_hand_high_r) is set to simulate physics but Collision Enabled is incompatible

    [2020.02.06-08.19.10:758][177]PIE: Warning: Invalid Simulate Options: Body (BP_MotionController_C_0.HandMesh male_hand_high_r) is set to simulate physics but Collision Enabled is incompatible"



    However, when I add a delay node before to "InitPhysAnimHand" function the crash doesn't occur, but my VR hands are stuck at the spawn point rotating in place. I can still move the pawn, and I'm able to see the hands grip when I pull the triggers on the Vive controller. But the hands will remain at the same location.


    I'm using the same hand mesh, and physics assets, from the working version. Only difference is that I had to redo the motion controller, so I used the Tom Looman's BP_MotionController as a template, but as I mentioned before: I redid the work in the previous motion controller so I can attempt to get the hand/breast interaction working as before.

    Any advice would be helpful. Thank you.

    Here's the hand physics asset, and the physics asset for the character:

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    #2
    I have also tried to pull of something like this, and tried the physical animation route but didnt get very far, But its nice to know I was on the right track if this used to work.
    From my own experiance (not an expert) the "Accessed None trying to read property errors can happen when trying to read the property of something before it actually exists in the chain.
    Seems like its struggling to read GetPlayerCharacter.

    as for the, Warning: Invalid Simulate Options: Body (BP_MotionController_C_0.HandMesh male_hand_high_r) is set to simulate physics but Collision Enabled is incompatible

    That is indicating that the collision setup or channel is not correct when the hand is simulatiing physics Most likely after the Physics animation profile is set.
    There is a node you can use called set collision profile by channel from my memory. hope this helps, and if you solve It I would personally like to have a similar working prototype for myself if you are willing to share ?



    http://www.unrealengine.com/marketpl...rtual-grenades
    https://www.artstation.com/alphawolf
    https://www.youtube.com/user/AlphaWoIFuk/videos

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