Pushed a new commit to the plugin, 4.16 preview is now out, so besides some minor refactoring of the (unfinished) TrackedDeviceParent stuff I intend to get it ported over to that tomorrow.
Finished Replication overhaul for motion controllers / camera. Now has two selectable levels of
quantization at the cost a 1 bit due to replicating which option selected.
Default quant level is rounded to 2 Decimals.
Added VRAIController, can be the base of an AI controller for a pawn. Overrides the Line of Sight To and GetActorFocalPoint functions so that
if it is acting on a VRBaseCharacter it will use the HMD offset location instead of root.
I ended up only setting two levels for selection, I tried the extreme mode and it managed to save slightly more, but barely, and at the cost of a second additional bit on the other two levels. Quantization already scales how many bits are replicated based on the size of the number being replicated so at the relatively low numeric values that you will see in relative positions its difficult to get much more of a savings.
Originally Posted by alltrueist
Originally Posted by LeeGab
When the primary hand drops the weapon you want to to check if there is a secondary grip on it, if so, call a grip on that hand at its current location, then when the primary goes back into position you can flip it back again. Secondary grips are not full grips, they are just components that are tracked, when the primary grip is ended it also kills the secondary portion of it. Primary grips contain the information for the secondary within them.
This allows for a pretty flexible system but takes some planning depending on how you want to setup your interactions.
From the sounds of it, you are actually approaching things backwards from how I set it up in the template though, you are considering the front grip the primary and the back grip the secondary, if you just renamed the sockets it would solve that for you.