Originally posted by mandango
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Grippable base is there to define the custom settings for a grip, in the template character I set a default set of gripping rules for anything that is just a simulating static mesh which originally the BP_PickupCubes fell under. I have since converted them to inherit the interface though as an example of custom grippable bases that don't inherit from my pre-made components / actors.
For two handed interactions you "can't" have both hands rooted in a single position, the object would either need to scale along with their movements or one of the hands needs to be free on an axis as you can't "constrain" VR hands to specific points as the control of them is outside of the game itself.
You however can attach the visible representation of the hand to the mesh instead so that it appears to be locked in place as most of the gun systems do in games. If instead you mean that you just want the front hand to be the pivot, you would just have to reverse the gripping roles.
I'm not entirely sure of what you are saying, if you actually mean rotate a globe in place, physically constraining it with 2 axis of movement and using two manipulation grips would work for that.
I have been considering adding another type of secondary grip that rotates objects around the center of the two hands like in the VR editor, the original implementation was primarily designed around weapons and guns. However I haven't needed it for any interaction so far so it hasn't been a big priority (the current rotation method around primary grip works for most cases and even provides more accuracy in movements in a lot of cases as you have a defined point of pivot).
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