I want to use the Vr template but I want my charcter to have the FirstPersonCharacter, CharacterMovment (inherrited) component… is that possible?
You can just add a movement component and maybe copy paste the code etc from the FPS component to your VRPawn component. There is no way to simply move it. If you want to doi it the other way around you have to migrate the character and then setup all the VR stuff yourself.
HTH
I am a noob on unreal… my background is generalist 3d…
From your answer and my background ill try to explain my doubts…
If im gonna copy The C++, where is the original CharacterMovment (inherited) , from FPs pawn ,code?
I can add just by copying and pasting on Notepad, or do i need to open on visual studio 2015?
Do you think ill have some bug issues latter on doing this? Like Axis fliping on the motion controler? or they ll spawn far from my hands?
thanks for the patience!
Well, I would personally just remake it myself in BP if you are not a programmer. It should not be too hard and will avoid a lot of problems. Further, it allows you to specialize it to be optimal for your idea.
To answer your question, no, you do not have to do any of that. What you can do is to set the parent of your VRpawn to the parent of the FPS pawn and that way you will get everything, but you might run into many problems because they are trying to fight over some functions. If anything, this is the way to go for you.
I was having problems to add the characterMovementcomponent… aparently didnt have a sdk 8.1… now it is working and it opens on visual studio and i can edit…
I tried and still doesnt work…
Now the componet shows up on the blue print and all the tabs … but when i add Jump for example, it gives me a error on jump saying self is a character and there is no character … if i add the character manualy by get character, i dont get the error but still it doesnt jump when the input is pressed
I copy the whole script didnt work
…but i realized the Original script has a diferent name for the component … ex my is call FPS charactermovementcomponent… would i have to change everytime the original name pops up in the script?
I though about parenting but then if i moved in vr space, and then move on the gamepad, the center of movement would be off, like going on a stair, i would fly by the side of the stair…
I tried to use the fps base with the Vr that is there already… but for some strange reason the first time I play the vr controler is align … but then the second time i press play the x and y rotations are of …
what i want to do is simple… is to have the Physics of Fps… (stairs, jump, fly… gravity… etc), on a vr googles and controlers… (htc vive it is what im using) but i saw on the new vr template , the vr works better and already set up for others vrs sets…
If I copy the vr blueprints of the vr template… that would work on fps template? or because is diferent kinds of paws that would not work?