I’m very new to UE4, have an opportunity to play around with a Vive devkit. Following the documentation I have the HMD working in a small test scene, and I got the motion controllers to work too, bringing a left and right one onto my Pawn. I then placed a static mesh of a basic gun model onto each motion controller in the Pawn blueprint, and that worked fine, suddenly I’m holding dual guns in VR! But now I’m thinking I want the guns to have there own blueprints, so I create a new blueprint, gun_blueprint, add my gun static mesh to it. Now my thinking is I just need to replace the static meshes in the VR_Pawn blueprint under the 2 motion controllers with child actor components that point to the gun_blueprint… but this isn’t working and I have no idea why? Anyone know what I’m doing wrong here?
I can’t tell what you’re doing wrong but I would SpawnActorfromClass (BP_Gun), and then use the AttachTo-function and parent it to the motioncontroller (or the mesh that resembles the controllers/hands). Make sure you are not simulating physics on BP_Gun.
You can also do a SphereTraceForObjects and if you find BP_Gun -> AttachTo. If you want to drop the weapon you use DetachActor. I’m packaging right now but let me know if you can’t figure it out and I’ll send you some screencaps.
Worked! Thank you