PUPI is saving my life! Is there any way I can trigger the mesh outline when looking at an object without the pickup or inspect functionality?
Wow, thanks for nice words
Yes, it is possible by modifying blueprint a little. Open PUPI blueprint’s Event Graph, search (Ctrl+F) “Check For Interaction” and make changes as seen in this picture:
[spoiler]Just replace Cast to HighlightObject node with your own class which needs to be highlighted.
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Have a nice day!

Multiplayer support? will it ever come to the plugin?
I would be interested too
Great template, I’m however experiencing a minor issue with Vive in UE v4.21. When I place the PUPI VR pawn(with or without motion controller) the camera is clipping / under the ground in a standing position (unable to teleport etc).
update
I tried adding +80 (z) to the offset scene component which raises the camera to head height. I’m however still unable to teleport or move around. I assume these settings should already be configured so I’m unusure what’s the issue using the default pawn / map.
I’ve added a screenshot of some blueprints that look off to me, is ther some nodes / connections missing here?.
Hey, sorry about the confusion you are having. Looks like in the last update I’ve forgot to include VR character’s movement part, my apologies. Here is a screenshot for a quick fix for what it was like before: [spoiler]
Right click and write: “Get MotionController (L) Thumbstick Y” and “Get MotionController (L) Thumbstick X” to get the two nodes.
[/spoiler]However, the pawns you are referring to as “default” are demo characters just to demonstrate the PUPI’s functionalities and have very basic movement logic using thumbpads, there is no teleporting in vr demo character. This asset is supposed to be added to already existing game/character. Please check out the guide in the first post -> Guides -> HTC Vive Setup] to see how to implement it in your own VR character.
About camera clipping, you might have used the ResetOrientationAndPosition node while having headset higher than calibrated VR ground height. You can fix it by placing headset on the ground, connecting the “Sequence [Then 0]” to ResetOrientationAndPosition node and playing. Don’t forget to break the link again before hitting play next time.
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Have a nice one!
@Nicat I’m using this with the default VR character for motion controllers that have a hand mesh for each controller. They have a grabbing animation but when you grab an object using PUPI it seems to cancel out the grabbing animation. Any idea on what might be causing this?
I’m afraid I can’t say what it is without seeing your implementation. But in any case I just made a tutorial for implementing physics pick up part into VR Template. Please follow this the guide in first the post -> Guides -> Template VirtualReality implementation and let me know if same problem occurs again.
@tcla75 Hi, I’ve added same guide to first post -> Guides -> Template VirtualReality implementation, it should work there. I’ll remove this one then, sorry about that.
I tried this on a blank BP VR template before I added it to mine and I believe I followed your screenshots exactly but I can’t get it to even pick up an object. When I set it up it looks like the trace is coming from the camera and not the hands as you can see in the last screenshot. Can you take a look at the below screens and see if I have missed anything. I don’t think I have though.
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https://forums.unrealengine.com/core/image/gif;base64
Welp, the screenshots are broken. Make sure you have got the name of PUPI component correctly in PUPI Child Actor Name property. It worked correctly on my end but I’ll double check to see if I’ve missed anything in the guide as well.
Ya its weird signed in or out I can see it them in chrome but not in edge browser. I’ll try a test screenshot instead. If you can see it below you can see I use the name **PUPI_ChildComponent **and how I set it up.
I see now, you haven’t set the PUPI Child Actor Name property of PUPISettings. You should set it to name of the renamed component, in this case toPUPI_ChildComponent.
Ahh that was it. It’s working almost perfectly now. There are some cases where if I am too close to the mesh and I have already grabbed the same mesh with the right hand the left hand won’t close but I think that has to do with the spheretraceradius and grab distance so I’ll play around with that.
Edit: Actually it has nothing to do with the above. I had originally set this up on a pawn that was a child of the BP_MotionContrfoller. (I’m using a weapon master.) I just took the PUPI setup out of the child and left it in the parent and it works perfectly now. Thanks.
Happy to announce that PUPI has been selected for Showcasing by Marketplace team. Since this is our first asset, never expected it to be so successful. Thanks everyone!
New update! Setup will require even less time
Set up for update 3 (UE4.18+):
- Drag and drop BP_PUPI_Component into Character/Pawn,
- Set properties in Details Panel,
- Click** Add Default Input Mappings** if this is the first time setup in this project (Mappings will be added to Project Settings -> Input)
How do i do this in 4.23.1? In the PUPI folder in content, there is a settings structure and a PUPI blueprint which when implemented lacks the default mappings and properties tabs, instead of the BP_PUPI_Component
Update has been approved, please update PUPI from launcher and you should get the setup as shown in the post above.