Hi @anonymous_user_6cc9036b , just noticed those questions, new forum doesn’t send notification emails anymore it seems.
For the version, the marketplace only let me upload new versions of the plugin for last 3 versions of the engine, so for the moment 4.23 is still here but if I need to make an update (like a bugfix) i will not be able to upload it anymore. But you can also move the plugin in your project folder and compile it there, same way I explained just above for ue5
For #1, there is “snap open only” parameter, it will look if there is something in front of socket (both source and target sockets) and only consider those sockets which have noting. For making this it ill run a collision trace with a little sphere right in front of the socket.
But if you want to check if the whole object you moving will not enter into some other object after snapping, there is nothing for this by default, but you can make it yourself. For example once you found a snap result you can use something like “component overlap actors” node with the component(s) you are moving and the new transform and look if you hit something. If you put that in the preview bp you can change preview color from green to red for example.
For #2, it’s just one to one now. I didn’t found any fast way to make multi point snap, maybe one day …
I’m working on converting my current VR project using this plugin to UE5 to utilize OpenXR. The way that we set it up in UE4 doesn’t work anymore with the new VR template.
Would it be possible for you to take a look at the new VR template and update your example VR project on your itch.io?
Hi there, having an issue where for some reason pickup implementation function reports tComp reading as none.
I migrated everything over manually to a different project, the cross hair now gets a green icon on pickup actors, but when I click and hold the object flings away with immidiate release rather than holding it.
upon playing around further it seems the example level is also experiencing the same issues, objects and snaps are not replicating between client/server Any way we can get this working?
Hi, I’ve just tried with the latest UE5.0.2 from launcher and the example project seems to work for me. Do you use the updated example project MSSRExamples50_Project.zip? Old UE4 example project will not work because of Chaos, we had to change few things
which example map are you using with physics in the 50 examples?
I enabled simulated as per the text, but still there’s issues with replication between the two clients in MSSR_Net map causing the objects to go haywire.
When in the example hallway map, I’m getting the crosshair error if running multiplayer mode and no replication between clients.
According to another thread elsewhere it’s something wrong in how client to server is working. We have to make RPCs to give the player making changes to the object’s physics authority over the server before making the changes in play
The functions you’ve developed would need to be lifted up to event level capabilities to make RPCs supposedly. If this is outside your support scope, let me know and I’ll continue on.
I’m talking about example projects here: MSSR Examples by Inu Games There is a project made for ue5. Ue4 example projects won’t work with ue5 because the way actors are attached and detached changed with Chaos (i know it’s not what people think physics system is, but that part was handled by physx in ue4 and now it’s handled by the chaos and it’s working slightly differently)
If you use that project, are single player examples work?
The plugin itself is not handling replication in any way, and most of the examples are single player. There is one example level called “Multiplayer” which has replication setup, right now i just to run 2 games with this level, one as server and one as client (by right clicking on the MSSR50.uproject and choosing “Launch game”) and it was working for me.
Another problem is that replicating physics was not working well in ue4, so that level doesn’t use simulated physics (in other words if you drop a cube it will just stay in the air). Maybe that will change with Chaos, I didn’t checked that yet
using the example MSSR50 files from your site.
Single player worked fine on both 4.27 and 5.02
Multiplayer works fine with simulated off
When simulated is enabled, messing with the replicated and multicast or ownership of the calls flags gets some interesting results when using the mp map
no changes from example files except simulated shows server side everything is behaving as it should, client side shows initial placement almost working, but then the attached cubes go randomly to different xyz around the held object server side is holding.
So it appears there’s some assumption in xyz placement occurring on physics side that’s not replicating correctly, but i could be wrong.
I’m glad single player is working because I spent a lot of time fixing it for ue5. Simulated MP not working is the same as in ue4, moving actors is replicated correctly but attaching them is not.
I upped the physics solver settings within project settings which seems to have ironed out the object movement and drop when done from server side, but when client side makes a change, it’s not replicated back to server.
And if client tries to change things and server goes to change after then the objects start to scale physically without scaling induced.
I found something, if you enable “Tick physics async” in project settings it works much more smoothly, do you have it enabled? But the attachment still doesn’t work for me.
Btw, did this forum stopped to send email notifications? i received nothing, just went checking and there was few posts i missed.
It sends notifications, but I think you have to turn on the watching function.
Also chatty replies in rapid succession don’t always go to notification on most forums.
I’ve somewhat given up on the multiplayer use for now until I can hire folks long term.
The physics disruption/broken feature somewhat ruins the playability for now.
If you do solve the multiplayer function in third person example map, let me know I’d appreciate it.
Hello, you can try to check the overlap using “component overlap actors” or “component overlap components” functions before attaching. Those functions take a component and a transform, the component is from the actor you are moving and you find the new transform in the snap result struct returned by SnapActors node
Thanks for the help! Unfortunately, not everything worked. When I add a new socket name, “component overlap actors” or “component overlap components” shows that there is a collision overlap with another actor. Can you tell me what the problem is?