Has anyone modded the Blueprint to work with UE4’s new VR Template for the Vive? I’m starting to take a crack at it, but figured I’d check in to see if anyone is a step or two ahead of me.
The guy in YouTube video modded it for the Rift and it looks like it works quite well.
My ultimate goal is something like The interaction with the kitchen drawers is impressive.
It works when I play, it does the outline and I can interact with it perfectly. But when I exit the game, those errors pop up. This is how i’m calling the setup node, in my character blueprint.
EDIT: I’ve sorted it! Apparently, having the widget/interaction hud set up 6th in my sequence in my player controller caused it to come up with those errors. I moved it up to first and all of the errors are gone now.
This solved some error messages regarding the UMG. You can use this with a multiplayer setup, however it’s tracing on local for the objects as opposed to the server. I could add a bool to the setup node whether to trace on server or on clients, on this I can’t give a direct time frame though.
I was wondering how to change the text displayed “Press [E] to use…” when you click E? At the moment the system won’t let you change the variable of the text itself when you’ve used it (I think because you’ve placed the text in an interface?).
Hi everyone. Im hoping someone has a bit of advice as im struggling to get this to work on my own actors.
After getting the latest 4.15 file off studios I have managed to get my project set up and am able to interact with the examples they supplied.
I’m just now trying to set-up interaction with my own character and so far have not had any luck…even though it looks exactly the same as their examples.
Following the tutorial…
I have setup to interact in Player Character (firstpersonBp)
In the actor i want to interact with I have added add the InteractInterface
I have set-up the “GetData” node values.
Then in the actor I added the interface, call the event “Event Interact With Object”
I’ve attached some screenshots showing my set-up. To me it looks like this should work exactly like the examples but I get nothing at all with my own character.
Does anyone have any suggestions as to why this might be?
Refactor: Object type to channel collision for tracing.
Added: New exposed option to trace complex or not.
4.14 and 4.15 update.
With this update you can better specify what items to trace against. You can use Visibility, or create your own. If you do create your own be sure it’s blocking by default, otherwise you can trace through walls and objects. Set it to ignore on items it should trace through such as volumes placed in the level.
Time till live on Itch.io: ~1h
Time till live on Marketplace: Unknown
I’m all set to purchase this but I wanted to know how much more difficult it would be to add a second, brighter highlight for when the object is selected. So we have the mouse hover highlight and then an object selected highlight. I read through manual but I couldn’t find something suggesting that
This is something that’s currently not implemented. It wouldn’t be too hard to add this yourself, but it’s a good feature suggestion and we will probably include this in the future however we don’t have a time frame for that.
To add to this, a temp solution without us making it would probably be adding a boolean to the interface that declares if it’s selected or not, and based on that ignore or act on highlighting the object in the manager.