I personally think the cubes get the point across. Plus you have the pipes later on that show different shapes so I think it’s good. You could add some house parts to be extra redundant just in case but I don’t think it needs it. I really like the tutorial so far.
I keep checking the marketplace at least twice a day waiting for it to show up so I can buy it already haha.
Another room done. It explains how to prepare your actors for using with the plugin.
Demo updated MSSR Examples by Inu Games
Once it’s done I will upload project files too
It works good if physics are not enabled. Replicating physics seems tricky, I couldn’t make “weld simulated bodies” replicate. I don’t know mp and replication very well, so maybe there is a way to make that work too. Anybody knows?
Btw, it’s not the part of the plugin, I just made a setup where the snap is executed on the server and the preview on the client only.
Thank you! That flip was just because the “AttachToComponent” node had the SnapToTarget option. I copied some example BP from the documentation, if was like that for some reason, now it’s fixed. I was actually looking how the VR work. So I took basic VR example and now i modifying it for mp.
Here, the improved version, also with the VR hand. I followed the VR example on the documentation site, so it’s like a vr controller which is fixed to the body, but otherwise works the same.
Basically, this it the default UE VR template project with snapping added.
To simply pick/drop cubes without snap use “Grip” button, when released they will just fall on the ground.
For snapping you have to hold the Trigger when you release the Grip. When you hold a cube and you press the trigger the preview will appear to indicate where it will go.
And if you hold the trigger when you press the grip, then it will try to detach the cube from its current parent.
I hope it’s clear
Those controls can be modified if you edit MSSRVR\Saved\Config\WindowsNoEditor\Input.ini
Let me know if that works and if there are better controls, I have absolutely no idea if “Grip” and “Trigger” can even be pressed in the same time.
Edit: it seems you need to run as administrator to have VR output, but otherwise it works!
After “SmoothMove” aligns 2 cubes a constraint actor is spawned to hold them together. So it’s 1 constraint per cube. Runs pretty smoothly at 120 fps in editor.
On “detach” the constraint is simply broken and destroyed.
I also needed to create a map of created constraints, to know who is connected to who.
Thank you! Few days if everything goes okay, otherwise they can ask to make changes, in this case few more. But it will not restart from zero. For our previous submissions it the review was pretty quick.