Originally posted by ZeothulBrian
View Post
For gripping at slots, how old is your build? I went in a few updates ago and updated the FindSlotInRange expansion library function to force the returned Scale3D to be 1.0f. This is because the sockets
were inheriting their parents scale instead of using their own and that was causing the Relative transform to the object to be incorrect after converting (Relative transform of 4.0 scale to 4.0 scale is 1.0 scale, with this method it retains the 4.0 scale).
I could technically return a relative position instead from the socket getting function but its more flexible keeping it world based.
If you load up the current template and set the gun scale to 4.0 it should work as you intended, if you don't want to update yet you could force the return transform to be 1.0 scale or the relative transform to be the actors scale instead as a temp work around.
Originally posted by TimSkijwalker
View Post
For climbing I've never had "two handed" setup in the template, this is due to wanting it to feel as natural as possible. To do a two handed climbing setup you will have to detach the hand/controller mesh during the climbing move so that they stay in the same location and also change how it does the climbing movement vector to be an average of the two hands instead.
Its not actually possible to have it 1:1 with two hands since you are floating them in midair, so you lose some sense of presence, I prefer the one handed perfect 1:1 method. You can feel free to make it two handed for yourself, it would just be removing the climbing drop from the active hand and changing what vector it passes in to the plugin.
For step up, you bring the hand down to your ankles, the height is configurable, since by default collision is enabled while climbing in the template you can't just pass through and up on to objects. You can disable collision while climbing or increase the step up height to something easier to reach if you want.
Comment