Originally posted by MagusShade
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Pushed a new branch for 4.16 Alpha to the plugin repository and updated the example template to 4.16 preview 1.
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Originally posted by MagusShade View PostFPSVive_PawnCharacter
I can replicate with the FPS pawn and understand why it happens there, but I can't replicate in VR and it doesn't make sense that it would happen in VR, the movement collision behaves a little differently since the HMD directly drives the rotation of the capsule.
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Originally posted by Jomax3d View PostDear Mordentral
Is the physics constraint on the drawer and the door same. How can i make the drawer close by itself when pushed , like you have on the door...
regards
J
For the non physics drawers you can also copy the OnGripReleased code from the door that turns the simulation off and re-purpose it to close the drawers (or whatever else you want) like you would a standard 2D door/drawer.
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Launch the character a bit and set it to falling, add impulse will work as expected for you, but you can simulate it in flying mode if you want with manual input.
Also use the Parent Relative Attachment for hip placement, attach it to the camera, it provides a yaw only rotation base for chest / hip tracking.
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Originally posted by kusokuso1Sorry to jump in in between questions.
Also, any idea how in Robo Recall they got the guns to always be situated near the players hip? I can't figure it out. The VRPawn there doesn't seem to have any scene components at the hip or back for the guns to attach to.
Roborecall has an actor for the holster that gets attached on spawn. I think if you look at the tick there might be something referencing it.... All the logic for that stuff is in the holster, and the weapon bp's...Outer Planet Studios
http://outerplanet.webflow.io/
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Originally posted by gozu View PostA lot of this really is off topic for the thread....
Roborecall has an actor for the holster that gets attached on spawn. I think if you look at the tick there might be something referencing it.... All the logic for that stuff is in the holster, and the weapon bp's...
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Originally posted by mordentral View PostLaunch the character a bit and set it to falling, add impulse will work as expected for you, but you can simulate it in flying mode if you want with manual input.
Also use the Parent Relative Attachment for hip placement, attach it to the camera, it provides a yaw only rotation base for chest / hip tracking.
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Originally posted by mordentral View PostYo, did you test this in VR? Or just with the fps pawn?
I can replicate with the FPS pawn and understand why it happens there, but I can't replicate in VR and it doesn't make sense that it would happen in VR, the movement collision behaves a little differently since the HMD directly drives the rotation of the capsule.
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Originally posted by fspar30 View PostI downloaded the template file, i right click VRExpPluginExample.uproject to "generate visual studio file" or "switch unreal version", it shows error like this:[ATTACH=CONFIG]139208[/ATTACH]
Please, help.
The plugin itself still has multple compatible version downloads.
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Originally posted by mordentral View PostI keep the template on the very latest version due to map compatibilities and using it as a test bed for new releases, as of thursday this is the 4.16 preview. So you will need the newest engine version to use the template project (Epic changed some project level settings in 4.16 which are those errors you are seeing).
The plugin itself still has multple compatible version downloads.
I installed 4.16, this time it successfully generate visual studio file, however when i build it, it has these errors:
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Originally posted by fspar30 View PostI installed 4.16, this time it successfully generate visual studio file, however when i build it, it has these errors:
[ATTACH=CONFIG]139222[/ATTACH]
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