I am making a VR game that uses head tracking to select things in the menus. I have a collider attached to the HMD camera and it triggers overlap events when it hits menu items. So far, simple.
However, it seems to trigger begin overlap and end overlap during the same frame. If I look at the menu item and print something on begin and end overlaps, the log gets spammed with begin, end, begin, end, and so on even though the collider hasn’t moved from the menu item.
Could this have something to do with temporal reprojection?
I thought about using a ray cast but if it’s using the same transform as the collider, I will most likely have the same issue.
When i launch the project i see continuosly the name of cube.
Doing more deep experiment seems that both camera and motion controllers return to ZERO position all frames: this issue isn’t confirmed by position (i’ve tried to print it) but by attaching the cube to a hand i see that the overlap event is called also when i move that near ZERO position.
I’m getting the same problem. Not working in VR, but it works fine when I overlap against a UE primitive cube, but when I use a custom mesh from Maya it triggers simultaneously
Currently having the same issue, tried setting flags to stop the event from firing if there’s currently an interaction happening but obviously the events complete and set the flags at the same rate as the events firing normally
I’m having this issue too. Trying to apply the hitbox in other ways, as in not on the camera, makes the event work fine on teleport, but walking over to trigger it causes the begin and end overlap events to fire simultaneously.
My idea for a workaround was to have a timer check if the two events happen within a very short time from eachother, and if not then do what was intended normally. I have not been able to implement such a workaround though.
I found by simplifying the collision mesh and having multiple smaller collision meshes rather than one large collision mesh fixed it. Though I’d like to know why the overlap events don’t work with larger more complex collision meshes
I did it using boolean variables but it was really hard with timing. The project become framerate dependant in terms of functionality.
This shouldn’t be a problem in final project where you want stable framerate but was messy for testing. I put static meshes as colliders everywhere as walkaround.
Do you have this problem with static or skeletal meshes?
I just have one simple capsule trigger under the camera and a sphere trigger in the map.
My solution was that rather than standing on fire hurting the player, it just vibrates the controllers and flickers the screen once. It makes it annoying, which is enough of a discouragement for my VR puzzle game.
I hope the Unreal team fixes this one in the future though!
A temporary solution is to detach your capsule from the camera. Make a timer by event and have it set the capsule-location back to the camera, every every 0.05 sec… works fine.
just like this, nothing to it really. the timer can be tweaked but if you use stuff like global time dilation you need it fast, or make it adjust to time dilation.
Another thing you might run into, since the camera is always vibrating from head movement, you can think of it more like a tick that can hammer begin/end overlaps when standing at the edge. I handle that spam this way