Hi Nicat, I was wondering can you also use this to connect a horse character with a cart actor?
I would say technically yes but there are many reason it would be better to use Physics Constraint component for it. One of them is, this asset uses Physics Handle component which doesn’t have any limitation settings for rotation or location and can visually appear as the horse and cart aren’t connected most of the time due to Physics Handle not forcing the connection hard enough. However, Physics Constraint is more specialized for that kind of stuff with lots of settings to achieve visual consistency.
Mine still showing older version. Removed local content still older
Got it. It would not do the new version if launched from vault. Had to launch from marketplace PUPI page. odd
First time hearing something like that, well Epic Games Launcher works in mysterious ways :).
If it happens again please let me know, I’ll let the marketplace support team know. Glad it got fixed.
Anyone any idea how to get rid of the line trace? I can’t find it anywhere in any of the components. There’s a post a couple pages leading back to the front page Guide for removing it, but there doesn’t seem to be any thing on the opening post now about removing the line trace. Any ideas much appreciated! Awesome tool otherwise!
Edit - I found it by unhooking the ‘Draw Debug Trace’ variable inside the ‘Trace Result’ Function, in the ‘PUPI’ blueprint found in the ‘PUPI/Blueprint/Core’ folder Thanks Nicat for a dope asset
Another EDIT - Always read the instructions It’s right there under Main category. Debug Draw Trace, set to None.
C++ version ?
Hi, there is no C++ version but it will work with C++ project since you can add BP to C++ project.
Hello, I created a blank VR based project and imported PUPI into the project (version 4.24.2).
I have ran into two issues related to VR.
- With the PUPI component, if I select Motion Controller Hand as either left or right
with everything being set to either camera or PUPI it does not pick anything up.
only when I have “none” selected and use the mouse left click it works. - The VRHeasetMotionControllers blueprint does not work - It has the same issue.
- Update: It appears to work in 4.23.1 and 4.24.1, so must be this specific patch.
I am trying the plugin out on a time-sensitive personal project, I hope to hear back from you soon. Thank you.
Hi, please check **Project Settings **-> Input -> Action Mappings to see if the [PUPI_MC_L]Pick Up and [PUPI_MC_R]Pick Up mappings are set to left and right Trigger keys of your controllers. If they are not, set their keys and see if it works. I’ll be able to check it in detail after updating it to 4.24.2, so this is just a quick suggestion. Sorry for the issue.
Edit after updating and checking: it worked without any issues with VRHeasetMotionControllers in a new project. Which VR device are you using?
What is the best way to access the held object and get when you drop/release the held object?
It’s working great I just need to tap into those two elements to work with my current project.
Glad you like it. You can access those events by using Events in Details Panel when selecting PUPI Component in your character. Target Component is the grabbed component. To get the Actor use Get Owner node:
Awesome! Thanks! it’s already up and working now
One other question: what is the best way to implement using the mouse wheel to rotate the held object? I’ve tried rotating using SetActorRotation but the object is rotatating around the held point in a weird way that throws the physics off. How do I constrain or access the holding point from the PUPI component?
You can change rotation keys from Project Settings -> Input -> Axis Mappings -> **[PUPI]RotatePitch **and [PUPI]RotateYaw. Static Meshes always get grabbed from Origin of Bounds, which you can get by using **Get Component Bounds **node’s Origin pin.
Got it to work now Once again thank you! the more i’ve learned how this is put together the more I appreciate how easy you made this for configuring and getting working for any project <3
Thanks for this. I’m trying to adapt this to my project as simply as possible without spending too much time sifting through and figuring out your code. Is there a way to get an object to outline without it being a movable or inspectable item? Perhaps a single tag I can add to include the item or component to register when looked at?
Thanks again!
Here is a small guide:[spoiler]
- Open Blueprint -> Core -> PUPI blueprint, search for (Ctrl+F) “EnableInteraction”, double click found function to open,
- Make this addition
- Add tags Inspect and OutlineOnly to objects you would like to outline without any interaction.[spoiler]
Hope this helps and you are welcome.
Hi Nicat,
I tried this code too but the inspect animation still occur! There are others adjusts needed?
Thanks
Hi, please make sure you’ve added both Inspect and OutlineOnly tags to the object as separate tags.