[=aialexander;158693]
Can’t wait to see it!
[/]
I’m gonna dump some screenshots of the blueprints on ya, they are very simple so it should be quite easy to replicate. I can’t go into super detail on each right at the moment but feel free to ask questions and I’ll get to them at some point. I still plan on porting into the VR Game Template soon.
Edits incoming.
Copy the Hydra Plugin into your project dir and enable it in the Plugins menus, restart.
Make a new BP derived from HydraPlayerController. I called mine DHydraPlayerController, D being for Dungeon (Survival).
Go to World Settings and set the game mode override settings to use your HydraPlayerController BP you just made.
is in the Hydra player controller. Notice the variables there and the function Calibrate Hydra (I use start, easy to find on the controller). The base offset one is just a static 40 in Z, it doesn’t change. I could use a float but I plan on doing a more thorough calibration step in the future to get more exact mappings, so I’m leaving it as a vector for now. The midpoint we calculate.
Next comes the Calibrate function, also in the controller:
Next we’re going into the character’s animation blueprint
First, add these variables
Then create this (looks messy but is simple). Pull off the character node to get the controller.
The last step is to set up something like in the AnimGraph. Ignore the wiring that goes off screen, it’s just doing a static rotation to fix the default hands for my particular character.
Didn’t notice those nodes were selected in that screenshot - there’s no significance to it.
I’m using component space for the IK target positions.