Hey, I've run into a bit of an issue I was hoping somebody could help with. Currently, I'm translating the motion controller transforms to an Ikinema rig in order to properly track the player's upper body movement to their character.
That said, the IK rig has some constraints that the motion controllers do not, so when I grip an object, such as a firearm, instead of having it follow the motion controller's movement directly, I'd like to have it snap to the player's skeletal mesh, thereby following its movement, rather than the motion controller directly (otherwise, the gun tends to be more responsive than the IK rig and this causes the hand to lag behind the gun while gripping).
Looking at the blueprints, I'm unsure how to accomplish this. I tried a very basic method of simply, on a successful grip, having the gripped object snap to a socket on the player's hand, but while this worked for basic grippable static meshes, it didn't work for my weapons (derived from BP_Firearm) and it of course negated the ability of the object to collide with the environment while held.
Hopefully somebody will be able to help, because I'm quite stuck at this point.
TL;DR: I'm trying to figure out how to have a held object follow the movement of a socket on the player's skeletal mesh, rather than directly following the motion controller, to avoid lag between the object and the player mesh.
That said, the IK rig has some constraints that the motion controllers do not, so when I grip an object, such as a firearm, instead of having it follow the motion controller's movement directly, I'd like to have it snap to the player's skeletal mesh, thereby following its movement, rather than the motion controller directly (otherwise, the gun tends to be more responsive than the IK rig and this causes the hand to lag behind the gun while gripping).
Looking at the blueprints, I'm unsure how to accomplish this. I tried a very basic method of simply, on a successful grip, having the gripped object snap to a socket on the player's hand, but while this worked for basic grippable static meshes, it didn't work for my weapons (derived from BP_Firearm) and it of course negated the ability of the object to collide with the environment while held.
Hopefully somebody will be able to help, because I'm quite stuck at this point.
TL;DR: I'm trying to figure out how to have a held object follow the movement of a socket on the player's skeletal mesh, rather than directly following the motion controller, to avoid lag between the object and the player mesh.
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