I meant public variable for debug draw option, within the pupi settings.
Oh ok, will do that in the next update.
Thanks again for suggestion!
Hello,
Just a few questions. For my purpose, I don’t need to rotate an object when I inspect it. I want to add an animation to the object you are picking up and inspecting, such as having a note rotate as it pops up, then stay stationary, so you can read it, then give you an option to take or put back, as you see in Fallout 4 notes? Is that possible with PUPI?
Also, is it possible to add a feature that picks up a book, then turns the page, like we saw in Riven?
Thanks
Hi,
You can disable rotation while inspecting by setting “RotateAlwaysActive” and “CanRotateObject” to False in the PUPISettings -> Inspect. Also with the last update we have added easing animation when picking up an inspectable (you can see that in the video under Update spoiler of first post).
But having an option to take inspectable or turn pages is not possible.
Thanks!
I purchased your asset and got everything setup the way you described but I cant interact or pickup anything, the line trace debug thingy works when I click the interact key but I cant pickup anything, This is not a quick and easy blueprint system for a beginner to use in their project so I would like a refund
Hi,
We have answered your email, please check it for further details.
Thanks!
Everything you just said to me went right over my head, I am a visual learner and not a programmer and are new to blueprints and really bad at math, Could you please provide screenshots step by step of the process to set it up. Nothing gets outlined all I see when I push the interact key is that red line trace.??
Hello. I created a rope using the component cable. How I can interact with it, if no parameters “Static, Movable”?
Seems to be a pretty solid system. Some feature requests after playing around with it. I’ll probably have a go at implementing some of these myself, but I think they’re worth considering:
Pickup Objects
-Check the trace between the player camera (or whatever trace source) and the object, so that if it’s blocked by a wall / pillar / whatever, the object gets dropped.
-Some simple sound triggers for pickup objects (i.e. when they collide with the world)
Inspection
-A simple way in settings to turn off the DOF Effect
-On the same note: a nicer transition for DOF, at the moment it pops in and out quite abruptly
-Option to blend in / out a post process effect; personally, this would be my option to avoid DOF. Just use customdepth on the item to be inspected, and darken/de-saturate the background around it.
-Avoid the inspection prop clipping other objects in the world. This is quite tricky to accomplish, I’m guessing, but I’m sure the UE4 game ‘The Turing Test’ pulled off some trickery to avoid this happening.
Hi,
CableComponent is different than Physics Simulated Objects, even though it got Collision feature in 4.14, it still ignores Trace for some reason. So I think it isn’t possible to use Cable Component with PhysicsHandle directly. But you can add CableComponent to a physics simulated StaticMesh. This way you can at least pick it up by grabbing StaticMesh. Still not same as freely grabbing rope but that is all we can do with Cable at the moment AFAIK.
Hopefully Epic will add more features to CableComponent in the future.
We’ll definitely add the first 3 features in the next update(got some other stuff to do for now).
I’ve been trying to understand how to use custom depth to exclude certain objects from PP but still can’t figure it out. I’m not well familiar with PP workflow. Will try to figure out and add it as well.
About the clipping problem, you can use smaller values of InspectDistance(ex: 12) and ScaleDownExtent(ex: 3) to make object smaller and closer to camera as a workaround for clipping issue but it doesn’t work well with VR headset. This was the only solution we could find after lots of tinkering.
If you need help with implementing those, please let us know at headsandbrains@gmail.com
Thanks for nice words and requests!
Hi. I work with your “VRHeadsetMotionControllers” has replaced the model of the controllers on hands and don’t understand how to remove or change the spheres that indicate the area of interaction. Could you show this in the video or the screenshot? I also wondering how to animate models? I was able to do it, but when interact with the object, the animation does not play. Thank you.
Hi,
You can find how to hide spheres in the first post of this thread in Guides -> Disable Trace visibility.
To play animation on pick up, make additions shown in spoiler below to VRHeasetMotionController blueprint:
[SPOILER] This is for MotionController_L, just do same thing for MotionController_R (PUPI_R and SkeletalMesh1) as well. Also you can get different events from PUPI(like ReleasedPhysicsObject) by dragging from “As PUPI” pin of “Cast To PUPI” node and typing the name of Dispatcher (you can find names of dispatchers in the PUPI blueprint “Event Dispatchers” panel)
[/SPOILER] Have a good day!
Thank you very much!
Excuse me, but I was not able to solve the problem. The fact is that now does not work the animation in a simple. I think the video will be clear.
I tried to use my solution, but it works incorrectly. I have to press the button again to go back to its original state, when for the right hand I just release the button.
Sorry, I should’ve been more clear about it. Here is the full solution: [SPOILER]Just make sure to use both Dispatchers(PickedUpPhysicsObject and ReleasedPhysicsObject)
[/SPOILER] This should do it
Wow! Thank you so much!
Hey, I been playing with this for a while. Im having a bit of an issue building event triggers around your inspect.
I was wondering if there’s anything in the blueprint I can call from PUPI to do this, for example soda can is in state “being inspected” therefore text object “this is a soda can” becomes visible and unlocks a gate on the level blueprint I can tie to an additional event. Basically move a “quest” forward just from inspecting an object instead of having to fake it with actor hits, which is what Im doing currently. Or any general tips for “when I inspect this object, it effects x on the level blueprint”. I tried making a trigger box child to the inspected object, thinking when the object was inspected that would bring it closer to the camera and trigger an overlap event, but it didn’t seem to work. Thanks in advance!
Hi, just checked the thread. Sorry for missing your question and thank you for reaching us via email. For some reason, didn’t get the notification email about forum comment… again .
For anyone else trying to do same thing, here is an example:
Explanation in steps:
- Make SodaCan a BP if it is just a StaticMesh and make these additions to it,
- Add new variable with type of PUPI,
- In BeginPlay get the PUPI and set it to your new PUPI variable,
- Drag from PUPI variable and get “Assign StartedInspect” and “Assign ReleasedInspect”. (These Event Dispatchers will fire Events when any object is inspected or released from inspect. To see other Event Dispatchers take a look at PUPI BP -> Event Dispatchers under My Blueprint tab),
- Check if inspected object is the one in this BP, in this case it is SodaCan***** and replace Print Strings with what you need to do.
*Note: if you have added Inspect tag to Actor (Details -> Actor -> [Show Advanced] Tags), make sure to compare root component of SodaCan BP against InspectObject from PUPI. If you added Inspect tag to Component (Details -> Tags), compare that component against InspectObject from PUPI.
I have a bug and a feature request - although maybe it is already a feature and I missed it.
Bug - with inspection mode, the way the object’s size is determined (and therefore it’s size on the screen when inspected) is dependent on the mesh rotation. So if you have a model that is proportioned 2:1 then rotating it will affect it’s vertical or horizontal boundary box (if looking in world space, I guess?). I haven’t tried putting the object within a blueprint, and seeing if rotating the blueprint would work, which as I’m typing this I realise would probably fix the problem.
Feature - Clamped rotation in inspect view. I.e. for a note or photo you might want to allow 360 rotation left and right, but only 20 up and down, so the player can’t get the note into weird angles.