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    Originally posted by Byrkoet View Post

    Wouldn't simulating physics on a cylinder be way more inferior than the enhanced physics interaction of the VehicleWheel from the PhysxVehicles module? Or are you implying I use the same class for the wheels? Also, applying forces to the wheel Is currently done by the SimpleVehicle component's SetTorque or w/e. Would I have to manually rotate them to accelerate or something? Appreciate your suggestions btw, you're a lifesaver.
    Wasn't aware that you were trying to do this with an actual vehicle class to ride on, that does change things a bit as then you have to work with the approximated forces that it uses. You can likely get something working with setting torque with a physics wheel, however it would actually be perfectly possible to move an actual wheel and 1:1 map the radial distance of its rotation to linear movement, blending between the two sides for direction.



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      Originally posted by mordentral View Post

      Remove the controller loading timer in the big red box in the event graph of the character. That is there because it can be used in multiplayer while the built in controller visualization cannot.

      As for enable collision with the world with hand meshes, you'll have to simulate the bone chain since you are using full body IK and use the physical animation component, that or sweep your effectors or simulate them and have the actual effectors be blocked by geometry.
      I was not able to find a loading timer. I found a SetTimerbyEvent returning a value set in the variable ControllerTimerHandle. Deleting those only removed the controller on one hand. Is that what should be removed?

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        Originally posted by CatalinFuca View Post

        I was not able to find a loading timer. I found a SetTimerbyEvent returning a value set in the variable ControllerTimerHandle. Deleting those only removed the controller on one hand. Is that what should be removed?
        Yes, connect the input to where the output goes


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          Originally posted by mordentral View Post

          Yes, connect the input to where the output goes
          Same thing O.O It only removes the left controller

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            Originally posted by CatalinFuca View Post

            Same thing O.O It only removes the left controller
            Then you have the ShowDisplayModel ticked on the right controller component itself.


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              Heya mordentral, trying to use the demo project with a mixed reality headset... can't teleport, no widget, no movement, any suggestions?

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                Originally posted by ioFlow Studios View Post
                Heya mordentral, trying to use the demo project with a mixed reality headset... can't teleport, no widget, no movement, any suggestions?
                Answered in discord but it looked like you were trying to use the thumbstick in a pre 4.24 version without the wmr plugin enabled. WMR thumbsticks weren't supported in legacy input. Though in 4.24 mappings did entirely change and the auto mapping for steamvr isn't currently working perfectly, so it takes some custom mapping sometimes in the overlay.


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                  Ah... I'd forgotten that there was a WMR plugin that had to be enabled <cheesy grin>

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                    Is it possible to opt for overlapping checks for gripping a lever by overriding VRLever Component and setting a flag or interface value / tag? Currently using a cylinder as a lever, but the player doesn't grab when the hands are inside the mesh. Checked out the steering wheel, but it didn't have any special configuration.

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                      Originally posted by Byrkoet View Post
                      Is it possible to opt for overlapping checks for gripping a lever by overriding VRLever Component and setting a flag or interface value / tag? Currently using a cylinder as a lever, but the player doesn't grab when the hands are inside the mesh. Checked out the steering wheel, but it didn't have any special configuration.
                      Are you using a custom setup? The example template does both an overlap and a trace check as the overlap handles when the check is fully inside of an object and the trace is capable of getting bones and more accurate hit detection.

                      How you define colliding to grip something is in the end up to you, I do not do any of that in the plugin itself as then it would limit you in situations where you want custom logic. If you want to use overlaps, just use them, either alongside traces or instead of them.

                      If you are based off of the example template and having that issue then you just don't have your collision setup correctly and are not generating overlaps with the VRTracechannel.


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                        Pushed a commit to both repositories:

                        https://vreue4.com/4-24-patch-notes?...fixes-01-21-20

                        Some may have seen the Upper Body IK and melee scripts in videos recently, those are still on experimental branches and not in this commit.


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