@ good I’ll change it for the vrrootcomponent. Also I’ll explore your new features in the following days and try to integrate them more in the template.
@TBurton000 For my part a glass of single malt at OC3, VRDC or Steam Dev Days will suffice!
@Komponent. So there’s the procedure from start, let’s say you want to grab a static mesh, let’s say Cube:
1- Create blueprint using this… i.e. Cube_BP
2- In Cube_BP, enable the 3 interfaces GRAB_INT, Grabbed_INT and Release_INT
3- Copy and paste the functions found in one the level objects, i.e. HAT_BP
4- In Cube_BP, click on variables and Create variables “Use mesh socket” and “Socket Name”
That’s it. The rest is options, like hand placement and using sockets
@Zaidenknopka Not sure what it can be. Never tried it for more than a few minutes. I’ll try the level for longer to check what’s going on.
@Collectablecat Will try it also. Thank you for bringing up bugs.
@nearbyboar @Zaidenknopka I replaced it with rotating chaperone poles (the poles can be replaced by whatever mesh). You can rotate the pole with left to right trackpad, you teleport when you release the trackpad. If you press the grip button, it doesn’t use playground rotation and you just teleport. I see there that I should have left the ol’ way of teleporting with particles w/wo cylinder trace. I’ll re-incorporate it. One important thing to be cautious is the use of particles. You can try several just by migrating effects from the Infinity Blade Effects demo, but you’ll see that most of them use translucent / expensive materials that would cause fps drop in vr.
So what I’ll do is that I’ll release a 1.11.1 version in a few days addressing these bugs, adding features from ‘s plugin, and re-establishing ol’ teleport function as an option or optional pawn.
I know the map is not that simple, but it’s coming together to having multiplayer, vive/controllers and rift/touch seamlessly integrated soon.